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Troy Banks (order #7058520)

Tbe

Atlas
by Karzen Wgnn Foostad

TSR, Inc.

PRODUCTS OF YOUR IMAGINATION'"

Troy Banks (order #7058520)

TD daughter Kristi
May she grow in the wisdom, courage, and love
of the heroines of the Forgotten Realms

Acknowledgments
While the accuracy (or inaccuracy) of the product
within these pages rests entirely with the author, the
work could not have been completed without the encouragement, assistance, and endurance of many people:
My husband, Tbdd, associate professor of geography,
who has grown increasingly familiar and helpful with the
numerous questions of how the workings of our real
world may be applied to those of an imaginary world. My
son, Mark, and daughter, Kristi, who helped with the index as well as the housework. Mark also designed the map
on which the Ivy Mansion was based. My sister, Marsa
Crissup, for typing the index, and Lisa Richardson, for lettering the many maps.
The personnel of TSR who answered questions, provided a deluge of materials in a timely manner, and strug-

gled with me as time became all too short. Special thanks


are due to J. Eric Severson, who has been a very pleasant
and patient editor; Mary Kirchoff, who kept me on track;
Dave "Diesel" LaForce and Steve Beck, for their city overlays and expert cartographic assistance; Dee Barnett, for
her graphic help; and Angelika Lokotz and Tracey
Zamagne, for every typeset word.
The many authors and illustrators of the FORGOTTEN
REALMS books and related products; all have been delightful people with whom to deal, but those who put up
with the most questions were Doug Niles, Bob Salvatore,
Ed Greenwood, David "Zeb" Cook, Jim Lowder, Troy
Denning, and "traffic cop" Jeff Grubb. Without them the
atlas would have been impossible.

The FORGOTTEN REALMS Atlas


8

Copyright 1990 TSR, Inc. All Rights Reserved.

This book is protected under the copyright laws of the United States of America. Any reproduction or other unauthorized use of the material or artwork contained herein is prohibited without the express written permission of TSR, Inc.
Distributed to the book trade in the United States by Random House, Inc. and in Canada by Random House of Canada, Ltd.
Distributed to the toy and hobby trade by regional distributors.
All FORGOTTEN REALMS characters and the distinctive likenesses thereof are trademarks of TSR, Inc.
DRAGONLANCE, DUNGEONS & DRAGONS, ADVANCED DUNGEONS &. DRAGONS, D&D, AD&D, AND DRAGON are registered trademarks owned by TSR, Inc. FORGOTTEN REALMS and the TSR logo are trademarks owned by TSR, Inc.
First Printing: June 1990
Printed in the United States-of America. Library of Congress Catalog Card Number: 90-70812
987654321
ISBN: 0-88038-857-9
All characters in this book are fictitious. Any resemblance to actual persons, living or dead, is purely coincidental.
TSR, Inc.
P.O. Box 756
Lake Geneva,
WI 53147

Troy Banks (order #7058520)

TSR Ltd.
120 Church End, Cherry Hinton
Cambridge CB1 3LB
United Kingdom

Contents
Introduction
The Geography of the Realms
The Format of the Atlas
Conclusions
Legend
Part One: Regions
The Forgotten Realms
The Western Realms
The North
The South
The Hordelands
The Eastern Realms
The Heartlands:
Shou Lung and T'u Lung
The Border Lands
Part Two: The Moonshae Isles
The Moonshaes
The Lands of the Northmen
The Lands of the Ffolk
Moonshae Paths
Corwell Town
Caer Corwell
Corwell Keep
The Big Cave
The Sacred Grove
Synnoria
The Darkwalker War
The Battle of Freeman's Down
The Battle of Caer Corwell
Caer Allisynn
Callidyrr
The City
The Fortress
The Caverns of Callidyrr
Doncastle
The Battle of the High Kings
The Battle of Doncastle
The Last Redoubt
The Battle of Bhaal

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vii

xi

1
1
12
12

27
30
32
34
36
38
40
41
42
46
48
52
54
56
58

Part Three: The North and West


Lands of Icewind Dale
Icewind Dale
The North
Icewind Dale Paths
Ten-Towns
Kelvin's Cairn
The Verbeegs' Lair
The Barbarians' Camp
Icingdeath's Lair
Cryshal-Tirith
The Battle of Ten-Towns
The Battle of Icewind Dale
Luskan
Longsaddle
Silverymoon
The Herald's Holdfast
Mithril Hall
The Path
The Hall
The Gorge
Neverwinter Wood
Baldur's Gate
Calimport
The Sewers
Pook's Palace
The Guildhall
Pook's Penthouse
The Plane of Tarterus

61
64
66
68
70
70
72
74
75
76
77
79
80
80
82

86
87
88
90
91
94

Part Four: The Western Heartlands


The Lands of Shadowdale
97
Shadowdale
100
Sites of Shadowdale
101
The Tbwer of Ashaba
Elminster's Tbwer
The Old Skull Inn
The Temple of Lathander
The Battle of Shadowdale
104
The Tale of Spellfire
105
The Rising Moon
106
Shandril's Capture
108

Rauglothgor's Lair
The Tale of the Pool of Radiance . . .
Sokol Keep
Denlor's Tower
The Cadorna Textile House
Valhingen Graveyard
and Valjevo Castle
The Tale of Azure Bonds
Suzail
Mist's Lair
Shadow Gap . .
Yulash
Westgate
Immersea
Giogi's Tbwnhouse
Redstone Castle
The Avatar Tales
Zhentil Keep
The City
The Tbwers
The Temple of Bane
Arabel
Castle Kilgrave
Tilverton
Scardale
Tantras
The Temple and the Tower
The Haunted Halls
High Horn
Yellow Snake Pass
Dragonspear Castle
The Underground River
Murkul's Realm
Waterdeep
The Setting
The Wards
The Battle
Blackstaff Tower
Mount Waterdeep
End Notes
References
Index

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110
112
112
114
115
116
118
119
120
121
122
124
126
128
130

133
134
136
137
139
140
142
142
144
146
148
150
152

156
157
158
166
167

iv

elcome to The Forgotten Realms world, and well met! In these pages you will see its lands and roads
and buildings on paper, many for the first time. We who walk the Realms have seen them in our
minds, but this book is a magic casement into the Realms for everyone to see themto marvel at and
love them as we do.
You will see the Realms come alive in these pages through Karen's magicthe same wonders she has worked for
other worlds. She's done it again, bringing the Realms to us all, where once only one manwith one sage as his
guideknew the Realms. Now they belongs to all of us, and their splendors shine as a certain sage wanted them to.
The Realms have seen more than a few winters since Elminster first peered suspiciously around the front door of
TSR's headquarters and the gaming world got its first full look at the world of Abeir-Tbril. More than twenty summers have fallen on Faerun since it first came to life and Elminster came striding out of the mists and into a certain
Canadian cottage, angrily informing its owner that said owner was getting things wrong and that he'd best sit and
listen a while before he made too many blunders.
Now, Elminster's read an awesome amount in his hundreds of years, and seen a lot, in and between several worlds,
too. There isn't much in any of our librarieseven gamers' librariesto interest him. Most shelves earn a two-second
scan at most, a puff or two at the pipe, and a snort, or (more rarely) a chuckle.
Maps, however, are a different thing altogether. Whether they're old school maps of colored corners of our world,
fantasy maps, or little bits of Europe covered with hexes for wargaming tank units to fight over, the old mage is
mightily interested. We've even caught him peeking at road maps, when he thought we wouldn't notice.
He chuckles, now, when we say, "Quick, Elminster, check the map!" He's even paid several secret visits to Wisconsin to peek at Karen's work . . . and who can blame him?
Maps of strange, exotic places are best. New places you've not seen before; forbidden territories, unknown
lands . . . forgotten realms. They have a magic all their own. You'll find the magic of the Forgotten Realms here,
expertly and lovingly captured by a cartographer royal whose skill and attention to detail matches the best
work of Waterdeep, Neverwinter, and Suzail. This book retraces the action in the novels that first explored
Faerun and pokes around in many hidden corners and important crossroads of this vast world that so many
ADVANCED DUNGEONS &. DRAGONS game players have come to call their own.
Know ye that it is a work that Elminster approves of. Several copies of this atlas, both in the wilds of Ontario and in
the beautiful heartland of Wisconsin, will no doubt reek of a very strange scenta malodorous pipe smoke that is not
wholely tobaccoall too soon. You see, Elminster loves maps as much as we do.
Ed Greenwood, March 1990

he heart of the AD&D game is its mapsfrom the smallest scribbling of an underground lair to worldstraddling continents, maps have held a fascination for the players and Dungeon Masters of the game. More
informative than ornamental art, but with a direct and clear presentation that surpasses text description,
maps are the first and best tool used by DMs in communicating with their players. Anyone can describe a tenfoot-wide corridor leading to a fountain guarded by stone statues, but a clear and concise map defines the details and
sets everything in its proper place.
The heart of the Forgotten Realms lies in the maps as well, starting with the twenty-four 8-1/2 by 11-inch sheets of
paper that appeared on my desk early into the project, photocopies of Ed's hand-scrawled originals. Laboriously
taped together, they became the Realms' "first" map, reproduced on pages 4 to 11. Little did I know that this was
merely the tip of the iceberg. Ed Greenwood was a continual cartographer, a species of DUNGEONS &, DRAGONS
game player noted for his prodigious and continual supply of graph paper, notes, scraps, details, and footnotes scattered over maps of the cities, nations, buildings, and dungeons of the Realms. Many of these originals of Waterdeep
and Shadowdale (and other places) have seen their way into a number of projects from TSR over the years, and many
are enclosed herein.
Ed's foundations were just the beginningas the Realms were a shared worldand others began to work their
magic within the confines already set down. Doug Niles altered the outline of the Moonshaes and helped drain part
of a glacier for Vaasa and Damara, while Zeb Cook wheeled up the massive second half of the continent, known as
Kara-TUr. Bob Salvatore played extensively with the northlands, working off Ed's original maps and expanding them
further, giving them more depth and detail. My role in most of this was as an ever patient (and often bewildered) traffic cop, trying to keep the trains running on time.
But it all began with Ed's original creation, with the maps set out to amuse, entertain, and inform his fellow players.
Karen Wynn Fonstad's creation here represents an enormous amount of research, not only into Ed's mind and what
he envisioned for the Realms but in the stories created by him and Doug and Bob, by Kate Novak and me, by Scott
Ciencin and Troy Denning, and by Jim Ward and Jane Cooper Hong. Karen found out what we meant when we
placed a particular building in a particular fashion, and she realigned and rectified divergent views of the same city
or region.
It is an impressive accomplishment, though not a complete one, through no fault of its capable cartographer. The
Realms continue to grow and develop with each new product, with the arrival of the Horde and the discovery of
Maztica and the new world, with greater detail as to various cities and towns, and with new adventures and achievements of their populations. The Realms are a living entity, feeding on the creative energies of all its contributors,
writers, artists, and map-makers. Enjoy.
Jeff Grubb, May 1990

Troy Banks (order #7058520)

Troy Banks (order #7058520)

rate map of the North from Whisper of Luskan.2 The


names of the largest cities, and the locations associated with the greatest deeds or battles or the most
fearsome monsters, were known almost universally.
From some areas, however, there was little news, and
accurate maps had always been difficult to obtainespecially in less-than-civilized areas, where demand
naturally was low.
The Forgotten Realms lay on the planet Abeir-Toril,
commonly shortened to Toril.3 The known Realms occupied a single land mass, sixty-five hundred miles
north to south and eighty-five hundred miles east to
west, totaling 28.5 million square miles.4 Island groups
lay offshore on continental shelf locations, except for
Evermeet, home of the elves, which stood alone more
than a thousand miles west of the Moonshaes.5
The known Western Realms, also called "Faerun,"
stretched southward from the tundra north of the
Spine of the World to the Great Sea, beyond the jungles of Chult, and eastward from the Trackless Sea to
the eastern side of the Sea of Fallen Stars. A series of
mountain ranges bordered the more settled areas east
of the Sea of Fallen Stars, with sparsely settled border
wastelands beyond. Two major seas lay in the west:
the Shining Sea, which rolled from the Trackless Sea
east, between the desert lands of Calimshan and the
jungles of Chult, to the Shaar; and the inland Sea of
Fallen Stars, the "Inner Sea," with its many sinuous
arms reaching deep into the heavily populated lands
of central Faerun. Its waters tied together the peoples
of many diverse lands. In the past, a third sea jutted
south into the Western Realms: the Narrow Sea,
bounded on the east by the Forest of Anauroch. For
centuries, however, the name "Anauroch" had instead
referred to a growing desert.6
The Eastern Realms, known also as Kara-Tur, were
bounded by broad marshlands in the north and intricately carved plateaus, complex mountains, and vast
jungles near the southern coast. As in the Western
Realms, a large sea cut into the coast; it was known as
the Yellow Sea in the north and the Celestial Sea in the
south. Another, the Segara Sea, jutted northwest
south of the jungle lands, leaving a neck about five
hundred miles across separating the ocean waters
east of the Realms from those of the west.7
As wide as the isthmus seemed, it contained a southrunning range of the great Yehimal Mountains. East of
the ridge lay the Sempadan Forest, and west ran a dry
coastline that formed the only practical land bridge to
the unknown lands of the southwest. It was a pathway less than a hundred miles across that could only
be reached overland from the west by passing
through the desolate steppes of Eastern Shaar or the
dust desert of Raurin and from the east by climbing
the passes at the north end of the Ra-Khati Range,
then turning south along the Jumpa River Gorge.8
Both East and West had turned their backs on this
bridge to nowhere.
A closer and far more important barrier existed to
separate East from West: the Hordelands. These occupied the wilderness between the edges of Faerun and
Kara-Tur. The most populous and civilized part of the
Eastern Realms lay along the coast and life-giving

Although this atlas was to chronicle a worldwide


view of as much of the FORGOTTEN REALMS world
known thus far and provide in-depth information
about the more important locations within the
Realms, the task bordered on the impossible. The
Realms are so large and so varied that encyclopaedic
volumes would be needed for a respectably complete
presentation. The reams of paper provided by chroniclers too numerous to name, rolls of maps too large to
view at close range, and tiny sketches gleaned from
thousands of references gave the author's office an
appearance akin to that occupied by Elminster's
scribe and cartographer, Lhaeo:
"... a firetrap waiting for a spark. Parchment
scrolls, leather-bound tomes, sheaves of loose
leaves of paper, empty folders clearly labeled Important or Confidential, and bark textbooks . . . lay
on every available horizontal surface or leaned
against a vertical surface."1
The result of this confusion was that the atlas is incomplete. It could not (and does not) fully map all corners of the Forgotten Realms. Location maps with
brief analyses chart all the areas currently known,
and fairly detailed site, pathway, and battle maps are
included for some of the most famous tales of the
Realms. Anyone who wishes to follow closely any of
the selected sagas may do so using this atlas. Those interested in lesser-known tales of the West, however,
or stories of the Eastern Realms will find the choices
extremely myopic.
Even for the chosen stories, not every locale could
be included, but much information was already available for these tales and others and may be obtained by
those interested in further detail. Likewise, the tales
that have been most thoroughly chronicled elsewherenotably those of Shadowdalewere provided less space on these pages.
Note that locations associated with any given tale do
not necessarily fall within the immediate area with
which the account is associated. The most famous
tales were of travels, and while the travelers may
have journeyed to or from a particular place, it was
usually only a stopping pointone in which their stories were later told and retold more frequently and
fully than anywhere else. The tales of the Moonshaes
fell entirely within the Moonshae Isles, but the tales of
Icewind Dale ended in Calimport, and those of
Shadowdale ceased in Waterdeep.
The Geognaphy of the Realms
The Forgotten Realms covered a vast expanse, and
bards and caravans carried more than songs and trading goods on their journeys. Most of the known
Realms were fairly well mapped and chronicled in
bits and pieces, but not all the information was common knowledge. It was only natural for local people to
be parochial in their interests. Consider to what
lengths Drizzt and Bruenor went to obtain an accuTroy Banks (order #7058520)

vu

Cross Sect/on a
Track/ess

Sea.
The Forgotten Realms

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Uorde/ancfs
*

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<*-S tern

Xe a /m s

^ ^ S e a .

a. 8 tern
Sea.

Global Viev

river valleys flowing into the Celestial Sea. Thus, the


face of Kara-Tur turned eastward, and the dry, barren
lands were not merely ignored but actually blocked
by the placement of the Dragonwall.9 Less obviously
but just as surely, the Western Realms turned from
the Hordelands as well. The interest of the West was
focused on the Inner Sea or beyond, toward the
Sword Coast and the Shining Sea. The Hordelands
were both a physical and cultural wedge between the
two more developed parts of the Realms. But far
though they might have been from the heartlands of
West and East, the Hordelands lay at the true geographic center of the Realms, and the barbarians
stood poised in an ideal location to strike out in any direction. . . .10

The FoRrocrt op tbe Atlas


So that the student of the Realms may have a single
composite reference tool, detailed regional maps have
been collected in the preliminary section. Symbols
used to represent various physical and cultural phenomena are kept fairly constant, though some alterations were necessary (notably on pathway and battle
maps). Standardized symbols are shown in the legend
that follows.
To make the maps more useful in finding any of the
many hundreds of locations (many with alternate
names), a letter-number grid is included on each regional map, with corresponding coordinates in the alphabetical index at the end of this book. Grid marks
represent two hundred mile distances, though the

Troy Banks (order #7058520)

drafting of a rounded surface on a flat map by necessity has distorted some shapes and distances, especially near the poles.
For ease of reference, all the major regional maps
are drawn to equal scale. For gaming purposes, any of
the transparent hex grid overlays from the Forgotten
Realms, Kara-Tur, or The Horde Campaign Sets may
be used by applying a different scale. A small hex, for
example, would equal approximately twenty miles in
diameter, and a large hex would be about two hundred. The scales of the site maps and subregion maps
vary, but with a bit of calculation, the hex overlays
may be used for any map in the atlas that was not
drawn at an oblique angle.
As previously mentioned, the remaining sections of
the atlas focus on the sites, paths, and battles described in the most famous tales of the west. These
are arranged in approximately chronological order. A
subregion and pathway map introduces each section,
so the setting and chronology may be reviewed, if desired, before continuing to the in-depth study of specific locations. When a locale was visited by
characters more than once, it was inserted at the
point in a given tale in which it was most fully described. Waterdeep, for example, was far more important in the Avatar tales originating in Shadowdale
than in the stories of Icewind Dale, which lay many
miles closer. As Shadowdale was important in so
many journeys, however, it was mapped at the beginning of the entire section, just after the subregion
map.

Legend
Site Maps:

Physical:
Low Hills

Fortified Wall

Moors

Gate

Snow-capped
Mountains
rF
Alpine Glacier

.
.
Cultural:
'Z.:Z-'. Pi

Continental Glacier

City

Ocean

Town

Lake

tl>ar^

Rapids

0^-<'

Falls

\j-J,iJ/''\ Woodlands

.. Major Character's Path

Assorted Buildings

*- Secondary Character's Path

Ascending Stairs
Descending Stairs

Stream

Pathw ays:

Courtyard

Large Hall with Pillars

Ruin

_j Upper Level Cut-away

*. Campsite

3./

*. No Campsite

Encounter

Battle Flow:

Doorway
Road

Attacking Force

Pier

Bridge

TVee

Ford

Underground Level

* - ,v

Continuing Action

j Retreat

Conclusions
Although the author has attempted to be as complete as possible, lack of space required that some
names be relegated to subregion maps, or even be
omitted. Given the difficulty in obtaining accurate information, it was indeed fortunate that Elminster
himself found the project worthy of the loan of his
hand-sketched originals, and in most cases, the areas
drawn here are but copies of his vital charts." Elminster's work was more commonly found in the West,
however, so it was propitious that another sage of vast
resources could provide many maps covering the
lands of the East.12
In spite of the tremendous assistance provided by
the loan of these materials, however, discrepancies

sometimes occurred. These required that compromises be made, with no opportunity for field checking
to verify accuracy. For example, distances said to have
been traveled by heroes in the tales do not always
agree with those shown on pathway maps, dates of
travel may seem too long or short, and place names in
the East may have alternate spellings, due to the nature of the dominant language. Similarly, many of the
site maps are based strictly on accounts of those passing through in hurried (and often harried) fashion,
with no time for (or interest in) sketching the locale.
Hopefully the results are acceptably close so that one
may catch an illuminating glimpse of this vast and intricate Forgotten Realms.

XI

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Pant One:
Regions

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forzgottGn
Realms
The area of the Forgotten Realms familiar to most
people covered a single continental mass, yet the continent was not unified physically, just as it was not culturally uniform. Even the briefest of glances revealed
a sharp dividing line in the midst of the southern half:
the Jumpa River Gorge. To the east of the gorge were
the greatest mountains of the known Realms, the Yehimal. To the west were a mixture of plains, plateaus,
and lower ranges. It was as if the southeastern portion of the continental plate had been forced over the
southwestern section, and in the process the deep
gorge was thrust down and the immense mountains
pushed up. This huge physical barrier separated the
two halves of the continent in the south.
In the north, a different physical barrier existed: climate. The raw winds generated over Yal Tengri, the
Great Ice Sea, blasted the central northern plains in
the winter while those originating over the land area
did the same in summer. The result was an inhospitable mixture of extremes that discouraged both travel
and permanent settlement. Only the hardy nomad
tribes of the Horde occupied what others viewed as
endless wastes.
Between the climatic barriers of the north and the
topographic barriers of the south, the continent
functioned in separate units. Culturally, historically,
agriculturally, architecturally, the Realms were divided. Even different names were applied to the same
vast continental land area, for it was known as Faerun
in the west and Kara-Tur in the east. It would be easy
but inaccurate to apply those names to the subcontinental divisions; but the Western Realms and the Eastern Realms were merely two parts of the whole: the
Forgotten Realms.

Western Realms
The western half of the Forgotten Realms was a
patchwork of people, politics, and physical settings;
but even within the disjointed conglomeration there
were some larger groupings that could be made. The
Inner Sea was as divisive culturally as it was unifying
economically, and it sharply separated the Western
Realms into north and south.
Each culture viewed itself as best in some manner
and disdained others. The southern kingdoms of
Amn, Tethyr, and Calimshan considered it an insult to
be classed as part of the Sword Coast, differentiating
themselves from those farther north, whom they
viewed as barbarous.' The travelers from Icewind
Dale conversely were horrified by the blatant separation of classes they observed in the teeming cities of
Memnon and Calimport and thought of the southern
kingdoms as barbarous to ignore the filth and poverty
that were evident there.2
The citizens of the lands northwest of the Inner Sea,
regardless of actual government, had considerable independence. They could comfortably tend their fields
Troy Banks (order #7058520)

or ply their crafts in relative political and financial security, and generally thought their lot the best of all in
the Realms. While they might have dealt with those
from other areas by trade, they sometimes mistrusted
anything or anyone that seemed exotic: the witches of
Rashemen or the power-hungry wizards of Thay, for
example.3 The Simbul of Aglarond, who opposed Thay
with her powerful magic, was accepted with fear
even in Shadowdale.4
The lands southeast of the Sea of Fallen Stars were
the oldest in the Western Realms. They, like the southern kingdoms farther west, were disdainful of the upstart lands north of the Inner Sea, considering them
uncultured, warlike, and primitive.5 Thus, culturally
as well as physically, the Western Realms were divided into south and north.
Tbe NoRtb

Within the major region of the North were further


natural divisions. Anauroch, once a narrow sea, had
become an expanding desert, cutting communications
between the northeast and northwest except via the
countries at its far southern extent.6 Similarly, the
growth of Pelvuria, the Great Glacier east of
Anauroch, combined with various mountain ranges
to severely isolate the lands north of the Inner Sea.
Both of these changes might have been magically induced.7 Fingerlike "reaches" of the Sea of Fallen Stars
further divided the lands so thoroughly that the area
east of the Dragon Reach was sometimes considered
as being East, and not part of the North at all.8
West of Anauroch were the lands of the Sea of
Swords: The Moonshaes; the Nelanther; the Sword
Coast; and, tucked beyond "The Wall," tiny Icewind
Dale. Over a thousand miles west of the Moonshaes
was the refuge of the elves: Evermeet. Culturally and
physiographically, Evermeet was beyond the Western
Realms, so only the Moonshaes and those islands that
lay close to the Sword Coast could truly be considered
part of the region.
All the islands were fairly rugged, for they were
formed by extensions of the mainland mountains that
cropped up west of the basin containing the Sea of
Swords. The peaks of the Moonshaes were, accordingly, fairly rich in minerals. Lowlands that had filled
between peaks provided agriculturally productive
land, especially in the two largest islands, Gwynneth
and Alaron. Although the Moonshaes were not extremely far north, the northern islands in the group
received both cold currents and winds swirling south
from the Sea of Moving Ice.9
Icewind Dale, in contrast to the Moonshaes, was far
to the north, sandwiched between the .Sea of Moving
Ice, the Reghed Glacier, and the Spine of the World. It
was an almost flat, featureless tundra that allowed
virtually no agriculture. The small amount of warmth
generated by the Trackless Sea and funneled across
the lowest part of the mountain wall was all that kept
the dale even marginally inhabitable. Only the nomadic tribes, which hunted reindeer; the fishers; and
related traders huddled next to the three lakes there,
and the dwarves in their tunnels attempted to survive
in the harsh land. Evil creatures flourished there,

however, in hundreds of delves in the mountains.10


The extent of the Sword Coast was debated, but
most agreed it included all the lands between Candlekeep and the Spine of the World, west to the borders
of Anauroch, though a natural border on the south
would have been the mountains called The Cloud
Peaks, north of Amn." Such an extensive area could
hardly be considered a coast, however. The activities
of those living inland would have been far different
from those of people along the shores of the Sea of
Swords, but trade and travel tended to tie the area together, albeit very loosely. At the time of the tales in
this atlas there were no nations, no formal city-states
in the Sword Coast; each large community took care
of its surrounding hinterland. 12 Waterdeep maintained a small navy and patrolled the roads in its vicinity while the riders of Nesme struggled with evil
creatures in the Evermoors."
Although settled for several centuries, the Sword
Coast still had many wild areas. The Spine of the
World and its related ranges were mined by humans
and dwarves at Mirabar in the west, and by dwarves
in the east, but there were plenty of sites for goblin
delves between.14 Other hilly areas also provided lairs,
notably Hellgate Keep, the Crags, the Graypeak, and
Nether Mountains.15 Several forested areas blanketed
parts of the region, and most were unexplored in
their interiors.16 The northern portion of the Sword
Coast was probably best characterized by its rich
mountains and evil creatures.
The central portion of the Sword Coast was underlaid by several cavern systems: the Endless Caverns of
the High Forest; the Underground River system of the
High Moor, accessed from Dragonspear Castle; and
the caverns under Mount Waterdeep, which the
dwarves expanded into Undermountain.17 The most
outstanding feature of the area was not natural, but
artificial: the great port city of Waterdeep, the most
important city in the north. Indeed, even though its
population had been smaller than that of the great
southern cities, Waterdeep was considered by some
as the most influential in all the Western Realms."
South of Waterdeep both the land and the people
were less wild. The southern Sword Coast was a gently rolling agricultural area centering on the Chionthar River, with the most temperate climate of all the
Sword Coast. The valley was crossed by trading roads
going north to the mines, south to Amn, and east to
the Sea of Fallen Stars."
Another region important to the tales of the
Forgotten Realms lay between the Sea of Fallen Stars
and Anauroch. Cormyr, Sembia, and the dales formed
the core of the area. Cormyr was a small but bustling
kingdom where agriculture mixed with sea and overland trade. The same was true of the neighboring
country of Sembia, except that it was governed by an
elected overmaster instead of a king.20 Cormyr was almost entirely protected by mountain ranges while
Sembia lay between mountains, forest, and water.
Some types of forests would have been no protection,
but those north of Sembia were the remnants of the
Elven Court; while wild things had moved into the
abandoned citv of Mvth Drannor, the rest of the wood

Troy Banks (order #7058520)

was relatively free. What problems might have developed were far more dangerous to the agricultural
Dales along the edges of the forest than to Sembia.21
As in the Sword Coast area, the mountains in the far
north held rich ores, especially the Galena Mountains
between Vaasa and Damara. To exploit those riches,
water and overland routes were developed to connect
the Inner Sea, via the Elven Court and the Dragon
Reach, to the Dragon Sea (or Moonsea, as it was also
called).22
Recent discoveries of ore deposits in the Earthfast
and Earthspur Mountains of Impiltur made that country a likely area for growth, if a person were adventurous enough to chance the hobgoblins of the North.
Impiltur had been forged from a group of cities west
of Easting Reach. Cities along the eastern edge of the
Dragon Reach, such as Tantras and Raven's Bluff,
were not included in the coalition.23
Beyond Easting Reach but west of a fairly continuous line of mountain ranges were the exotic lands
many considered to be "The East." The area had once
held four great kingdoms: Narfell and Raumathar in
the north, Unther and Mulhorand in the south. The
northern kingdoms warred constantly until both
were destroyed.24 Narfell's cold plains were subsequently occupied only by scattered tribes.25 Parts of
Raumathar were broken into lands that later came to
be known as Thesk, Rashemen and Thay. In Thesk nomadic herdsmen occupied the mountains. The trading outposts along the Golden Way were the main
settlements which survived.26 Rashemen, east of the
great lake of Ashane, became isolated from the rest of
the north, except when forced into conflict.27 One
such conflict was with the Red Wizards who eventually arose as the rulers of Thay. Thay occupied a large
land area centering on the plateau around the Thaymount, which dropped to the high plains of the
Priador. Both the country's gold mines and farms
were worked by slaves.28 Politically, racially, and historically, Thay was probably closer to the cultures of
the south.

The South
Beyond Thay were the other two of the four original nations of the area: Mulhorand and Unther. The
rulers and inhabitants of the ancient, slave-worked
lands had grown decadent over the centuries.29 The
farther west one traveled along the south shores of
the Inner Sea, the more vigorous were the people
found there; the folk of Gildenglade in Turmish
farmed their own well-kept fields, and those of Akabar went abroad for trade and adventure.30
As in the northern part of the Western Realms, the
far west was the most recently settled portion of the
south. Nevertheless, it had been occupied longer than
its northern counterpart. Ores, goblins, and other
creatures that plagued the northwest were almost absent in the southwest, though there were at least a
few hill giants and one dragon in Amn, and half-ores
were common in Calimport.31 The biggest enemy
other than the increasingly dry conditions of the Calim Desert was humankind: rival merchants, bandits,
pirates, and virtually everyone was invoked in all

sorts of scurvy double-dealing.


The most northwestern of the lands of the South
were the Nelanther. Those islands were less rugged
than the Moonshaes to their north, and better protected climatically. Their location was the key to the
way they developed, however. Like the southern
shores of Gwynneth, the Nelanther must have been
pocked with sea caves. The natural hideaways, combined with the proximity to the Tethyr Peninsula
across Asavir's Channel, made the isles a perfect spot
for pirates preying on ships traveling between the
southern kingdoms and the Sword Coast.32
The three so-called "Empires of the Sands" lay along
the southern end of the Sword Coast: Amn, Tethyr,
and Calimshan. Any of the three was sufficiently populous to overrun its neighbors, had it chosen to spend
its energies in that way.33 Instead, theyand especially
Amnfocused on trade." In fact, the existence of Calimshan depended almost entirely on trade. The more
northern lands of Amn and Tethyr were fairly well
suited to agriculture, with the Purple Hills being quite
productive.15 In Calimshan, the Calim Desert occupied
the central third of the country and was bordered by
lands only slightly less dry. The marginal lands allowed herding of goats and sheep, but little else. Even
the Forest of Mir was stifling, though the forest's
greatest threat was not the heat but its inhabitants:
drow elves.36
East of Calimshan the forests and rivers north of the
Lake of Steam attested to the area's more temperate
climate. That, combined with flat topography, produced good cropland, so both cultivation and fishing
supported the populations of the large cities along the
Lake of Steam. Farther south, the lands of the Shaar
were crossed by fewer streams, and had smaller
areas of woodlands and fewer cities.37
South of the Shining Sea a huge peninsula jutted
nearly fifteen hundred miles west into the Trackless
Sea. At its western end was a plateau rimmed with
mountains, some of which were volcanic. Four hundred miles closer to the equator than the Calim Desert
and almost encircled by water, Chult was covered by
jungles. The islands of Lantan, which lay offshore,
were less densely forested, allowing several coastal
fishing communities.38
Beyond the long southern peninsula was the Great
Sea. Along the rugged coast was a whole series of bays
interspersed with coastal cliffs that marked the seaward end of mountain ranges of varying extents. The
greatest of these were the mountains of Halruaa. The
peaks blocked the excessive heat and moisture, which
produced jungles farther west, and allowed almost
temperate conditions in the elevated basin. As a result, the basin was used heavily. Olive Ruskettle even
referred to the country as "magical."39
The halfling bard's knowledge of Halruaa was not
totally surprising, for she reported herself as having
been trained in another interesting enclave along the
south coast: Luiren, land of the halflings. Luiren was a
tree-encircled lowland centered on a deep bay. It lay
beyond the Toadsquat Mountains at the farthest end
of Traders' Way. In spite of the seemingly pleasant surroundings, it hardly seemed a location of choice for a
Troy Banks (order #7058520)

race that enjoyed the bustling activities of thriving


communities. While Olive stated that she had been
trained in a community called Sespech, in Luiren,
such a city did not appear on Elminster's maps.4"
Olive's knowledge of other lands of the far south
was certainly accurate, however. There were indeed
dwarven tunnels in the Great Rift that cut into the
high plains of Eastern Shaar. Eartheart and Kholtar
both could be reached directly from Traders' Way,
while the entrance to Underhome lay on the floor of
the deep canyon."
A huge ridge, the Landrise, extended all the way
from the Chondalwood, two hundred miles north of
the mouth of the Great Rift, to the Forest of Amlar,
more than three hundred miles south. The Landrise
separated the prairie grasslands of the Shaar along
the coast of the Shining Sea from the steppes of Eastern Shaar. As the steppes continued east, the land became increasingly dry, until the peaks of the Giant's
Belt and those of the Dustwall robbed the last of the
moisture from the seaborne winds, creating a rain
shadow effect. In the basin beyond lay Raurin, the
Dust Desert.42
South of the Dustwall was a far more hospitable
land. More than a score of small communities surrounded an arm of the Great Sea known as the Golden
Water. Even a junglelike area was present just over
the peaks from the Dust Desert. Beyond the inlet of
the Golden Water, the Great Sea raged against the rugged coast in whirlpools at the point known as "The Utter East." There lay the end of the Western Realms.43
What of Semphar and the Endless Wastes to the
north? Were they not part of the Western Realms? All
regions have a zone of transition, and these areas
were that for the Realms. They functioned less as part
of the Western Realms than of the Hordelands.

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The Western Realms: The Southeast


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EXaTbe HoRdeJands
In the center of the Forgotten Realms was an area
that could not properly be classed with either the
Eastern or Western Realms of the continent. The Hordelands consisted of a wedge nearly two thousand
miles across in the north and only a few hundred
miles in the south. This wedge lay between the intermittent mountain chains from Raurin to Sossal and
the border formed by the Jumpa River Gorge and the
Dragonwall, from Raurin to the Ama River Basin. At
the time of the selected tales, the lands were occupied
by countless members of disorganized nomadic
tribes, which for the first time in history had been
forged into a unified army that came to be known as
"The Horde."1
The south end of the wedge was Semphar, an outlying land of the Western Realms that once had been
part of Mulhorand. Semphar was not occupied by the
nomadic tribes but actively traded with themas it
did with both the Eastern and Western Realms. Each
part of the continent viewed Semphar as the last remnant of civilization before entering the strange realms
beyond. The country was a true gateway between
east and west. Names, customs, and knowledge from
both parts of the Realms mingled there. 2 The land was
pleasant climatically, far enough south to avoid the
worst of the cold and far enough north to decrease
the rain shadow effect that helped produce Raurin.
Gbor Nor, or Brightstar Lake, was fed by numerous
streams originating in the mountain ranges northwest, north, and east of the lake. From the Godswatch
Mountains, the Tfeyla Shan to those of the East, the
land sloped gently west, gradually changing from plateau to plains. A large stand of forest, the Shalhoond,
even survived in northern Semphar.3
North of Semphar were the true Hordelands. They
were virtually synonymous with the steppes that
stretched in an arc from the mountains of Rashemen,
south to the forest of Shalhoond, then northeast to the
margin of the last trees and swamps of the Ama Basin,
beyond the Chigidi and Chigiogi Mountains.' In the
West the central area was called the Endless Wastes,
based on its physical characteristics. In the East it was
referred to as the Horse Plains, based on the primary
cultural and economic characteristic. Both, of course,
were valid points of view. The term "wasteland" was
relative, however. To those who knew the secrets of
living in harmony with what the land provided, the
land could hardly be viewed as waste. Most of the
land was steppe, short grass plains that could support
grazing of a variety of animals as long as the herds
were not too large or did not stay too long in any single location. Given water and an adequate growing
season, some parts could even support certain hardy
crops.'
Some areas of the Endless Wastes were more productive than others. The narrow Kora Shan mountain
range ran through the midst of the steppes, producing several springs and oases, which supported lush
grasses.6 East of the Kora Shan the cold Quoya Desert
was rocky and lifeless. Yet, even in the midst of the
desert, water diverted from the intermittent streams

flowing into the Merket Depression was used to irrigate the famous melon fields of Kwachow.7
East of the Quoya Desert was the single most impressive architectural feature of the Realms: the Dragonwall. While the desert had helped deter raiding to
the east, it was not adequate to preclude it. Only the
placement of the Dragonwall for a thousand miles
along Shou Lung's border finally stopped the devastating attacks on that part of the Eastern Realms.8

Tbe Easterns Realms

The HeaRtlands: Shoa Lang and


T'c< Lang
At this time, the great empire of Shou Lung extended from the Koryaz Mountains north of the Chukei Plateau to the Shao Mountains south of Tabot
(twenty-six hundred miles) and from the Dragonwall
and Katakoro Plateau in the west to the Celestial Sea
(sixteen hundred miles).7 The empire was governed
from the Forbidden City atop its artificial plateau in
the midst of the capital of Kuo Te'Lung, which stood at
the junction of the Hungtse River and the Grand Canal
from the north." From Kuo Te'Lung roads radiated to
all parts of the empire. Even remnants of the ancient
route through the Shao Mountains to Tempat Larang
could still be found.3
Shou Lung contained fourteen provinces.10 The
Chukei province in the far north was the birthplace of
the empire. The plateau was once fertile but had become dry and windswept, and its ancient capital of
Kuo Meilan was said to be haunted. In the west the
last reaches of the Chukei formed the easternmost
part of the Plain of Horses. South of the Chukei escarpments, the province of Mai Yuan stretched from
the Dragonwall eastward to the Celestial Sea. The
land and the people were different from the tribesmen of the Horse Plains, but, in spite of the Dra12

Troy Banks (order #7058520)

In contrast to the scattered mountain ranges of the


West, the mountains of the East enclosed what
seemed to be almost a single vast basin. The result was
an empire almost as vast: Shou Lung.1 In the past it
had extended from the Celestial Sea to the Segara Sea,
with the capital of its southern lands at Tempat
Larang, one hundred miles north of the Segara Sea.2
Only the tribes of the Ama Basin, far in the north; the
nomads of the Horse Plains; the distant empires of
Koryo, Wa, and Kozakura; assorted offshore islands;
and the almost unpopulated plateau of Tabot remained independent. 3
After lava buried Tempat Larang, the southwestern
lands of Shou Lung were abandoned, and the finger
valleys to the east returned to the isolated existence
they had known before.1 Centuries later, T'u Lung rebelled against the empire. For three hundred years
since it had been independent, T'u Lung battled Shou
Lung to the north, the Warring States farther south in
the jungles, and its own internal upheaval and intrigue.5 It was little wonder that the ruler of the island
kingdom of Bawa viewed the activities of the mainland countries as decadent.6

gonwall, trading occurred between the tribes and the


horsemen of the empire at Yen Ching on the Silk Road,
which passed from Khazari to Semphar. Only in the
Rendai Hills was there a notable difference, for some
mining occurred there."
The third largest province was Ch'ing Tung. Although it did not include the populous and productive
coastal lands bordering the Celestial Sea, it was a fertile land where it changed from the drier grasslands
of the west to the increasingly fertile river basins
along the Ch'ing Tung River on the north and the
more heavily populated Hungtse River on the south.
Several hilly areas, two of them quite extensive, broke
the relative uniformity of the province.12
The northernmost of the hill lands were terraced
into rice paddies as they extended into the cavernriddled province of Sheng Ti. From there the same bedrock formed the chalk-cliffs that covered the
peninsula of Wak'an, which aligned with the Outer Islands of Wa. South of Wak'an and Sheng Ti the province of Ti Erte was similar in physiography and
economy."
The provinces of Hungtse and Wang Kuo were the
most populous and heavily cultivated of the empire,
both growing rice and tea. The major difference was
the addition of silkworm farming in Hungtse and the
governmental functions of Wang Kuo that resulted in
increased culture and trade. East of Wang Kuo the
province of Hai Yuan was distinctly different, consisting of a mixture of swamp and jungle along the shore
below the central plateau.14
Inland from the maritime provinces were those of
Kao Shan, Y'u I, Arakin, Chu Yuan, and Tien Lun. All
but Tien Lun were backed by mountains; while Y'u I
and Arakin were high and rugged, Kao Shan and Chu
Yuan were lower in elevation. Kao Shan's lowlands
were good agriculturally, however, while Chu Yuan's
were poor as it lay in the transition zone into jungle.
Tien Lun's lands were also unproductive, but for a far
different reason. It was the blasted battleground between Shou Lung and T'u Lung.15
T'u Lung was originally part of Shou Lung and physiographically was an extension of the lands of the empire, regardless of political estrangement. The jungles
of the Hai Yuan province extended along the Joi
Chang Peninsula north of the Straits of Va'shung. Beyond the embattled Blood Plains the central province
of Wai was as extensively laced with streams and irrigation ditches for rice paddies as the fields near the
capital of Shou Lung. Given T'u Lung's preoccupation
with war, however, many had not been well maintained. 16 Numerous ruined cities were scattered
through T'u Lung; none was stranger than the city deliberately drowned by the damming of the Henai
River in the southeast.'7
T'u Lung included six provinces, but they were divided politically rather than physiographically in most
cases.18 The heart of T'u Lung was the agricultural
land centering on the Wong Flats. A scattering of hills
was interspersed with major river valleys. The greatest of the rivers was the Fenghsintzu, which flowed
east along the jungle edge, then meandered to the
northern arm of the Straits of Va'shung.13
Troy Banks (order #7058520)

Tbe BoRdeRLands
Although Shou Lung had once reached all the way
to the Southern Sea, such a claim must have been only
nominal.-" Beyond the Fenghsintzu River there were
some cleared areas that held the Malatra in the east
and Petan in the southwest; but dense rain forest lay
beyond, broken only by the peaks of the Intan and Himasla Mountains. Communities had been carved out
of the jungle, especially in Malatra, but most were isolated.21
Southwest of Shou Lung were the highest and most
extensive mountains in the Realms: the Yehimal. Although one system, the Yehimal had many ranges.
Three east-running arms thrust into Shou Lung. The
central range was the Po Yul Dzayul, and both north
and south of it the land extended in the high plateau of
Tabot. Tabot's land was a religious retreat, but there
were also residents who herded goats, sheep and
yak.22 In this, Tabot was similar to the Katakoro Plateau north of the Yehimal.23
One of the most interesting formations of the Yehimal was the series of finger valleys in the Shao Mountains near the Segara Sea. Legend reported that they
had been dug by the Nine Immortals and perfected by
the Celestial One himself.24 The valleys were inhabited, but each was so isolated that it differed from its
neighbors." The Medan Perang upland separated the
Shao Mountains from the Wu Pi Te Shao farther west.
The northern Yehimal also had several interesting
features. An almost impassable range curved northwest, then northeast. To the east it dropped in stages
to the Katakoro Plateau. To the west it ended abruptly
in the precipitous cliff of the Jumpa River Gorge. Only
a chain bridge across the Jumpa River at the base of
the Ra-Khati allowed access between east and west.26
Past the northern extension of the Yehimal the Dragonwall reached to the Chukei Plateau in the far
north. Beyond the Chigiogi and Koryaz Mountains the
Ama Basin was filled with a mixture of bog and forest
and was home to several seminomadic peoples. The
Ama River drained both the northern slopes of the
mountains and the tundra melt-off from the icecapped Land of the Snow Spirits, emptying them into
the Yellow Sea.27
The forests of the Ama Basin continued along the
shores of the Yellow Sea all the way south along the
Koryo Peninsula. There, and in the island archipelagoes farther south, which curved back toward central
Shou Lung, a relatively high degree of civilization had
also been achieved in the kingdom of Kozakura. Tiny
though it might have seemed when compared with
mighty Shou Lung, the central island of the kingdom
stretched more than six hundred miles long. Around
the extinct volcanoes forming the backbone of the islands there were fertile lowlands. Extensive forests
yielded wood ideal for shipbuilding, and the offshore
shoals produced bountiful supplies of mollusks and
fish.2* Although all were primarily agrarian societies,
over the centuries they had developed unique and intricate cultures with all the related arts, even though
they lay at the eastern reaches of the Forgotten
Realms.
13

The Hordelands

Troy Banks (order #7058520)

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Troy Banks (order #7058520)

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The Mooosbae Isles

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25

Troy Banks (order #7058520)

most important; almost all of the action of the important tales occurred there.
Corwell was the oldest and second largest of the
realms of the Ffolk in the Moonshae Isles. It occupied
the southern half of Gwynneth, encompassing the
lands south and east of Myrloch Vale. Llyrath Forest
blanketed the entire southern portion of Corwell,
making it the wildest part of the kingdom.' The forest's trees and thousand-foot-high central ridge separated the settled lands of Corwell from the lawless
pirate havens hidden along the rugged south coast.1"
The pirates were not the only undesirable elements in
Llyrath, however, as Prince Tristan's hunting party
discovered. Giant firbolgs also had entered the forest,
having come from their usual home in Myrloch Vale.11
Myrloch Vale lay north of Corwell. Although the
vale was not part of Corwell, it had always been revered by the Ffolk, for the wilderness was sacred to
the Goddess.12 During the time of Tristan Kendrick,
the vale became important to Corwell for far more
sinister reasons. It was there that the evil god Bhaal
sent the Darkwalker, Kazgoroth, and it was there that
Bhaal himself made physical contact with the Prime
Material Plane.11 Corwell's fate, and indeed that of all
the Moonshaes, was tied to that of Myrloch Vale. Highlands nearly surrounded Myrloch Vale. At the east
end, near where the mountain wall swung northwest,
were the highest mountains of Gwynneth.14 Immediately east was an enclave separate from Corwell: Synnoria, the hidden home of the Llewyrr elves.15
Between these two wild areas, Llyrath Forest and
Myrloch Vale, the sparse population of Corwell was
scattered through the central plain and along the
coasts. The way of life in Corwell was simple. Most of
its people were farmers or fishing folk, depending on
their location. Even the king's fortress, Caer Corwell,
and its nearby village were relatively small and unimposing.16
Callidyrr, on southern Alaron, was far more populous than Corwell. The port of Llewellyn was the largest settlement the Prince of Corwell had seen; and the
city of Callidyrr seemed truly magnificent; even
Elminster had been favorably impressed with Caer
Callidyrr.17 Almost all of Callidyrr was excellent agricultural land. Dernall, the only large expanse of forest, seemed to be inhabited by nothing more
dangerous than O'Roarke's bandits. The mountains of
the north were an excellent source of metals and minerals.18 The only roads on either island were those
connecting the major ports on opposite ends of each
kingdom, with rough trails winding to other locations.13

Moonsbaes
The Moonshaes, off the Sword Coast, were only
lightly populated, but their tales focused much interest in the area. The death of the local goddess Earthmother and the rise of a true High King, who defeated
the evil god Bhaal and all his forces, drew attention
not only to the history of those events, but to their locations as well.
The islands contained three social and physical divisions. The southern isles were reasonably temperate
and arable, and the Ffolk of the area were primarily
agrarian, though fishing and trade were important
along the coasts.1 The northern isles were more rugged and cold. They were settled later by warlike
northerners (many being worshipers of Tempus) who
practiced herding, hunting, fishing, and frequently
raided the lands of the Ffolk.2 The Korinn Archipelago
of the far north was useless for anything other than
pirate bases, though a few hardy souls survived by
raising livestock, fishing, and woodcutting.3
Tbe Lands of tine NoRtbraeo
The best known locations of the north were, according to the tales, Oman's Isle and Norland. The
former was the site of the Iron Keep of Thelgaar
Ironhand, a veritable bastion of stone.4 As mighty as it
was, however, it could not withstand the earthquake
force sent against it by Bhaal and was leveled.5 Oman's
kingdom included the coastal villages of northern
Gwynneth as well.
A far less pretentious location was Rogarsheim,
Norland, and the lodge of Grunnarch the Red. Norland contained primeval forest and vast marshes below the towering peaks of the Jotunhammer
Mountains, which formed the country's backbone. No
roads and few trails cut inland. The sea was the highway as well as the livelihood of the venturesome
northmen.6
Norheim, the lands of Raag Hammerstaad, joint
commander of the eastern fleet of the Darkwalker
War, was a scattering of islands that were smaller versions of Norland: rugged, primeval, and with an even
more severe climate. It is little wonder the northmen
were tough and adventurous.7
Tbe Lands of tbe Fpolk
Moray, Sunset, Flamsterd, Snowdown, and the
southern parts of Gwynneth and Alaron composed
the lands of the Ffolk." The kingdoms of Corwell on
Gwynneth and Callidvrr on Alaron were by far the

Troy Banks (order #7058520)

27

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Troy Banks (order #7058520)

and leads the Pack.4"


Battle of Caer Corwell. Northmen retreat
from the Pack. Laric kidnaps Robyn. The
Beast goes north toward Myrloch.41
27 Companions pursue Laric and Robyn. The
Beast weakens and turns toward the
Darkwell. Genna instructs Tristan to follow
the Beast.42
30 Full Moon. Genna frees Robyn, and Kamervnn slavs Laric. Kamervnn carries Robyn to Tristan.43
Eleasias (August):
5 Robyn arrives. Keren is destroyed, but
Tristan kills the Beast. Moonwell is purified.44
15 Dark of the Moon. Trahern of Oakvale
finds heart of Kazgoroth."
Eleint through Flamerule
(September through July):
Robvn studies in Sacred Grove with Genna,
the great druid. Tristan does little."
Eleasias (August):
7 Robyn finds Trahern's "Acorn." Genna becomes ill.47 Assassins sent by Cyndre to kill
Tristan kill King Kendrick instead. Messengers sent to cantrev lords.48
10 Last of lords notified of king's death.4"
14 King Kendrick buried. Robvn has dream of
king on his bier."
15 Council of Lords decides to let High King
choose new king.*1
16 Tristan, Daryth, and Pontswain leave Corwell at dawn.32
18 Tristan's group reaches Kingsbay in late
afternoon. Cleric Hobarth sets a spell of decay on boat they hire."'3 Alexei imprisoned."
19 Tristan's boat sinks at dusk.55
20 Caer Allisvnn appears at dawn.5* Tristan
reaches Llewellvn bv dusk. Pavvldo sees
the prince arrested and manages a rescue.
Injured prince healed bv cleric in Grady
during the night.57 Acorn attacks Robyn
and is killed. Newt discards heart."
21 Hobarth reaches Mvrloch, finds heart, and
turns south.5" Prince's group leaves Grady
at night, following trail.*"
23 High King has O'Roarke's sister executed."
During the night, Tristan reaches Dernall
Forest. O'Roarke captures companions.*2
24 Prince reaches Doncastle before dawn.*3
Finellen leads dwarves to battle duergar.*4
Hobarth raises dead of Freeman's Down,
marches north. Animals flee.*5
25 Upon learning of his sister's death,
O'Roarke lends horses to Tristan, Daryth,
and Pawldo.** Kryphon and Doric teleport
to Grady."7
26 Companions leave Doncastle at dawn, leaving Pontswain as hostage.*" Wizards start
journey to Doncastle.*9
27 Companions reach coast south of Callidyrr,
and Fiona's father sails them to the city by
dusk.7u Fall of the Sacred Grove in night
battle. Kamerynn rescues Robyn.71
28 Warned by Allisynn, Robvn begins flight to
Alaron.72 Tristan and Daryth reach castle in
disguise, confront High King, and are captured. Thev escape and free Alexei, who
leads them through Caverns of Callidyrr.
After evading duergar, they meet Finellen.73 The sahuagin Deepsong begins calling the Dead.74
29 Scarlet Guard begins march to Doncastle.75
Fiona's father killed, allowing Fiona and
Pawldo to escape.7* Wizards reach Doncastle.
30 Tristan, Daryth, and Alexei leave caverns.77
Eleint (September):
SD: Harvestide
Finellen's dwarves begin retreat.7" Kryphon kills Annuwynn, wizard of Doncastle.79 Robyn reaches Dernall Forest, falls,
and is taken to Doncastle.*" Doric tries to
20

IPatbs
Ches (March):
15 Dark of the Moon. A Moonwell in Myrloch
Vale darkens and the Beast, Kazgoroth,
rises and calls the firbolgs to it.!
Tarsakh (April):
SD: Greengrass
Festival of Spring Equinox. Prince Tristan
buys moorhound Canthus, meets Daryth,
and has him appointed houndmaster.
Druids give Tristan warning. Erian bitten
by Kazgoroth.5
15 Kazgoroth subjugates the druid Trahern,
then moves north.4 Tristan, Daryth, Robvn,
Pavvldo, and Arlen take Canthus on hunt.5
26 Companions discover firbolg print and follow trail.*
28 EveningBattle with firbolgs. Bard Keren
appears. Arlen killed and Daryth
wounded.7
30 Erian transforms to werewolf and kills
halflings.* Council of Druids. The Goddess
calls her children.9 Northmen sail to the
Iron Keep.1"
Mirtul (May):
3 Companions return to Caer Corwell. Funera] feast of Arlen.11
4 Council of lords. Keren leaves Corwell.12
15 Firbolgs capture Kamerynn." Council of
northmen. Thelgaar Ironhand refuses to
raid. Kazgoroth kills and possesses Thelgaar."
16 Kazgoroth/Thelgaar begins preparations
for war."
17 Firbolgs capture Keren at pass into
Myrloch Vale.lfi
23 Sable reaches Caer Corwell.'7
24 Companions leave castle before dawn."
30 Companions reach firbolg lair "Big Cave,"
discover Sword of Cymrych Hugh, and
free Kamervnn, Keren, and Finellen. Lair
burns." Erian transforms into werewolf,
leaves Corwell Town.2"
Kythorn (June):
5 Grunnarch's northmen sail toward east
Corwell.21
6 Kazgoroth/Thelgaar's northmen sail toward west Corwell.22
8 Bloodriders land. Leviathan killed, and
damaged ships dry-docked.2J Companions
finally leave marshes. Keren and Robyn
both dream."
8-25 Northmen raid eastern cantrevs."
25 Companions meet smith Gavin. Bloodriders destroy Myrrdale.2*
26 Companions reach Myrrdale, follow horsemen.27 Eastern army rendezvous at Cantrev Macsheehan divides force. Western
fleet finally leaves drv dock.2"
27 At dawn companions reach Macsheehan
and pursue northern force.2*
30 Midsummer's Eve. Erian's third and final
transformation to werewolf. Avalon appears at campsite. Sisters of Synnoria join
Tristan."
Flamerule (July):
SD: Midsummer
Companions are led to Synnoria/1
1 Companions pass through Synnoria.32
Erian wins control of the Pack.33
3 Finellen's dwarves arrive at companion's
camp."
4 Battle of Freeman's Down." Beast's fleet arrives at Corwell.3fi
5 Tristan and Robvn reach Caer Corwell at
dusk. Robvn learns heritage. Genna heals
Canthus, who rushes toward the Pack.37
6,7 Fall of Corwell Town; escape to castle.3*
8-19 Siege of Caer Corwell.3' Canthus kills Erian

30
Troy Banks (order #7058520)

kill Robyn but is destroyed. Inn burns.


Prince and Darvth return to Doncastle, as
do Pavvldo and Fiona. Reunion with Robyn."
1 Kryphon tries to kill cleric, but Alexei
heals.*2
2 Battle of Doncastle begins at dawn. Citv
burns, retreat begins.*3 Desecration of
Moonwell."4
3 Tristan and Robvn reach Hickorvdale and
rally support to regroup. Newt finds Finellen as the dwarves leave caverns, and leads
them north to Tristan. Sahuagin ravage
Cantrev Codfin.*3
4 Tristan and dwarves meet at a promontory.**
5 Battle of the High Kings. Robvn crowns
Tristan."7
9 Companions reach Llewellvn; Ix>rds summoned.*"
25 Coronation.*"
Marpenoth (October):
2 Sail for Corwell. Bhaal begins moving toward the Darkwell.9"
5 Encounter with Grunnarch and sahuagin.
Grunnarch gives Robvn "Scrolls of Arcanus."91 Hobarth animates Genna with
Beast's heart.92
6 Genna flies toward Caer Corwell for two
days.93
7 Bhaal creates children.94 Companions land.
Disguised Genna seduces Tristan. Robvn
flies to Mvrloch. Genna also returns.95
8 Tristan, Daryth, Pawldo, and 'lavish leave
at dawn.9* Deepsong begins anew.97
9 Near dawn Robyn crosses mountain crest
and flight fails. She changes shape and
hides when attacked bv peryton.9*
10 Grunnarch calls for Council."9
12 After Tristan's group passes nearby, Robvn
changes again, kills pervton, and begins descent."*1 Tristan angrilv sends Darvth awav
from camp. Robyn appears. Shantu attacks
Darvth.1"1 Hobarth summons attack on
Codscove. Gwen and Koll escape.1"2
13 Daryth killed at dawn. Companions find
and bury him. loiter they rescue a firbolg
and kill Thorax. Night in grotto."13 Iron
Keep partiallv destroyed as Gwen and Koll
arrive."" Earthmother dies.1"5
14 Perytons attack at dawn. Storm begins in
Mvrloch. Company shelters in ruins of firbolg "Big Cave."1*
15 Caer Allisvnn appears to Gwen and Koll,
and they sail west."17 Robyn's water spell allows traversing half-day's walk in an
hour."1* Shantu kills Kamervnn. Companions camp just south of Myrloch."" Hobarth arrives in Corwell, meets with
Pontswain."" Council of Winter Night. Caer
Allisvnn arrives at Norland.111
16 Northmen sail speedily south.112 Sisters of
Synnoria find companions, help kill perytons. Bhaal forms chasm, forcing them
east. Genna appears at camp.113
17 Genna's elemental allows crossing of
chasm. Camp two miles south of Sacred
Grove."4 Pontswain leaves Corwell with
stolen crown hut is forced to take refuge
when storm hits."5
18 Randolph pursues and kills Pontswain and
returns crown."* Second Battle of Caer
Corwell. Northmen arrive midday."7 Canthus kills Shantu. Robyn destroys Genna.
Bhaal's tie to the Realms is cut by Tristan.""
Uktar (November):
SD: The Feast of the Moon
Nightal (December):
SD: Midwinter's Dav
Tristan and Robvn are wed."9

BlackWizards

-^%
Troy Banks (order #7058520)

Moonshae Paths

dark lane beside the waterfront") for his meeting with


Pontswain.8 Two other locations of note were the central square and Friar Nolan's chapel to the new deities.
The central square served as a marketplace in peaceful times, and thus sat back from the raucous harbor.
During the defense of the town, it was a natural gathering place for troops.' The chapel was also important
during the attacks, for the friar had healing powers,
and the chapel served as an infirmary.10
Like many walled settlements, not all important locations lay within the walls. Beyond the spur road that
curved along the wall from Corwell Road to the castle
road lay a huge, open commons field. Its most popular
use was for festivals such as Greengrass, for the
spring equinox. At such times, tents filled the commons, and merchants provided a multitude of goods
and services: ale served by the local innkeepers, exotic entertainment, wares from near and far. Even
Friar Nolan had a tent, opposite the entrance to the
druids' grove.11
Like an eye in the midst of a storm, the Corwell
druids' grove was an island of peace in the midst of
clamor. It stood beyond the commons field, but during
the largest events it was surrounded. A nearly symmetrical ring of massive oaks formed the boundary of
the grove, with ancient archways marking the entrance and scattered through the grove. At the grove's
heart was a pool of still water that glowed a milky
white: a Moonwell, which flowed straight from the
Earthmother.12
Three other important sites lay west of the festival
grounds. On the rising moors was the great barrows
hall, in which Arlen was laid to rest after Tristan's illfated expedition to Llyrath Forest. The hall lay amid
the common barrow field.13 Closer to the north gate
was a small grove of trees in which the Bloodriders
hid, awaiting the Ffolk's attempt to break out of the
beleaguered town and reach the castle.14 The third
was the castle itself: Caer Corwell.15

Tocon
As Corwell was the oldest realm of the Ffolk, Corwell Town was their oldest settlement.' The deep harbor at the east end of Corwell Firth was one of the
finest in the Moonshaes. A high stone breakwater
with a gap wide enough to admit only one vessel at a
time guarded the placid harbor. Docks for dozens of
vessels lined the shore within.2 Shallow-drafted long
ships, however, could land on the gravelly beaches
outside the breakwater, a disadvantage that allowed
the northmen to attack.3 The land rose from the lowlands at the end of the firth to rolling moors. On one
such hill, a mile from Corwell Town, were the halfling
delves of Lowhill. Closer to the fishing town (and
more important), however, was a far steeper and
rockier prominence: Corwell Knoll, site of the king's
castle.4
All that stood between the townspeople and the
northmen during a landward attack was a low
wooden fence. The fence was only four to six feet
high when Kazgoroth's forces arrived; and when the
unfortunate community was beset again a year later
by the sahuagin and the living dead, the fence was
even lower: "no more than waist high."5 Although the
town was small, it had gates in all four directions:
west toward Dynnatt and Pontswain, south to
Lowhill, east to the eastern cantrevs via the Corwell
Road, and north to the castle.6
In spite of Corwell Town's importance as the capital
of the Ffolk realm, it was a small fishing village with
hardly more than a hundred wooden cottages standing behind the more substantial stone warehouses
and commercial buildings near the harbor.7 The town
included three inns: The Boar's Tusk (also known as
the Inn of the Great Boar), The Red Stag, and The
Black Eel. In scouting Corwell prior to the sahaugin attack, Hobarth first visited The Boar's Tusk, then
moved to the more quiet Black Eel ("tucked away on a

Ue$t~as Cross-Sect/o/j

Commons-Pie Id

TfoaeC

forttea/

The

Aloonwefl

Exaggeration 5:1

West-East Cross-section

32
Troy Banks (order #7058520)

Corwell
Ttown
Troy Banks
(order
#7058520)

Convoell

The Gatehouse

North of Corwell Town stood the fortress of the


Kendricks, Caer Corwell. It was constructed atop a
hundred-foot-high rocky prominence that rose from
the rolling moors, the last remnant of the outlying
Highlands to the north.' The road spiraled up the
knoll to the single castle gate. Only the steeds of the
Bloodriders, magically endowed, were able to climb
the steep hillside.2
The top of the knoll was flattened, providing a fairly
level site for the fortress. A wooden palisade edged
the crest, with guard towers at each corner connected by platforms for defenders.3 The gate house
stood at the center of the south wall. This large tower
held an arched, tunnel-like opening that was barred
by massive oaken gates and iron portcullis.4 The portcullis was high enough to allow riders on horseback to
pass, and even when it was only half-open, Laric
ducked under.5 Once into the archway, the attackers
could either break the portcullis and pass straight into
the courtyard, or pass through a small side door of the
tunnel and climb the spiral stair to the trapdoor that
accessed the gate house platform (with its fifty defenders) and the palisade.6
The courtyard extended a hundred yards between
the eastern palisade and the entrance to the keep.7
Arms of the courtyard reached back on each side to
the north palisade, and were blocked by the keep in
the center." Near the rear were the moorhound kennels; the stables and the barracks of the two hundredman garrison lined the western edge of the fortress.9
These were mere ancillary buildings to the heart of
the fortress, however, for the primary structure was
Corwell Keep.

Troy Banks (order #7058520)

34

Caer Corwell

T/ie
Gatehouse

Troy Banks (order #7058520)

Courtyard

Keep

mmaamn

When Elminster reached Corwell from Callidyrr, he


was surprised by the rusticity of Caer Corwell.1 In
contrast to Callidyrr's graceful spires, Corwell Keep
hunched atop its knolla sturdy, blocky, granite
building with three broad towers.2
Opposite the gate house, a wide stairway rose to the
keep's huge oaken doors. These were slightly recessed in the thick wall, forming an alcove on each
side, and the doors opened directly into the great
hall.3 The huge hall spanned the front of the keep, filling two levels vertically to offset its breadth." High,
shuttered windows provided light and air, and four
large fireplaces warmed the room, one on each wall.5
On the mantel of the largest Tristan set the Crown of
the Isles.6 The north and south fireplaces were offset
to allow for the doors from the courtyard and to the
grand staircase.7 Lesser doors led to two of the keep's
towers, the kitchen, and a corridor accessing lesser
rooms of the first level.8 Coming from upstairs, Randolph passed through the great hall to reach the
kitchen on his way to check the barracks and stables.9
In the most protected part of the first level was the
council chamber, a comfortably lavish room with a
great hearth, fur rugs, and a polished oak council table large enough to seat at least eight: King Kendrick,
Tristan, Robyn, Keren, the garrison commander, and
cantrev lords Dynnatt, Koart, and Nowll.10 Space for a
few additional lords (such as Pontswain) also was
available. Other rooms on the first level included servants' quarters; pantries; access stairs to the cellar
storerooms for ice, meat, ale, and wine; and a cistern
filled by the springs deep below the keep."
Corwell Keep had two above-ground levels. The
lower was public and the upper, private. The grand
staircase swept through the heart of the keep from
first to third level with a landing for each.12 Secondary
access was available via spiral stairs in the towers.13
Among the rooms of level two was the king's study.14
Occasionally small private meetings were held here,
but primarily it served as a comfortable workroom.15
In addition to work areas, the study held a couch,
chairs, and a hearth.16 Its east-facing window was broken by the assassin Razfallow in his leap to the courtyard thirty feet below.17 The king's apartment was on
this level for convenience. Here, too, were spacious
quarters for dignitaries and small rooms for functionaries such as Randolph, captain of the guard.18
The windows of the third level were fifty feet above
the courtyard, twenty higher than those of the second
level.19 Robyn's room stood near the head of the staircase, with Tristan's beyond.20 To reach the door to the
highest tower, Robyn made her way around a corner,
then into another hall. A trapdoor gave access from
the top of the spiral stair to the open platform with its
black Kendrick banner.21 Above the tower flew
Keren's falcon, Sable, who beckoned the companions
to rescue the bard in Myrloch.22 Later Robyn defended the castle from here with her newly learned
druidic skills. And, finally, the possessed Genna Moonsinger landed here in bird-form, shape-changing into
the temptress who drove Tristan and Robyn apart.23

level 3

36
Troy Banks (order #7058520)

'&

Room

Upper Levels

Cistern
Tower*

so

/oo

/so

Vertieai xqgoesatio/? JLS:/

Convell Keep

Troy Banks (order #7058520)

| | T b e Big Cave
When Sable beckoned Robyn and Tristan to follow
him to rescue Keren, the faithful falcon led them to a
massive stone edifice in the Fens of Fallon: the temple
of the firbolgs, which the giants dubbed the "Big
Cave."1
The front of the fortresslike temple stretched six
hundred feet. Daryth discovered no windows and
only two sets of doors: front and back.2 Luckily, the
fairy dragon Newt knew of a less obvious route.
Several hundred yards from the side of the temple
ran a gully that emptied into the marshes. A drainage
tunnel led directly toward the buildings broken only
by a monster's pool.3 Once under the temple, the companions climbed a vertical pipe to an iron grate that
gave access to a passageway.4
From the original passage they had entered, the
companions walked stealthily toward a distant light: a
torch next to a giant sleeping by a locked iron door.
This treasure room contained not only Keren's bow
but the fabled Sword of Cymrych Hugh.5
In the midst of the fortress was the firbolgs' entertainment hall, an arena centered on a gory death pit.6
Kamerynn the unicorn was being held in the adjacent
death pen, but broke the gate and raced through the
temple, his senses leading him unerringly toward an
exit.7
As the companions approached a four-way intersection, the unicorn appeared from the corridor ahead.
He turned into the passage to their right, and Robyn
knew instinctively he meant for them to enter the lefthand one. They ran to the nearest corner and ducked
into an intersecting hallway Robyn sensed Keren's
presence. With Keren rescued, they began to retrace
their path."
Meanwhile, Kamerynn had led the firbolgs on a
merry chase, apparently even doubling back over
part of his earlier route so that the companions at one
point could hear the pursuit in a parallel corridor.3
Just as they skirmished with a search party, the unicorn reappeared from the corridor ahead of them
and killed the last giant. With Kamerynn, they continued along the corridor, which was lined with several
doors. Sensing fresh air, they opened one of the doors
and found themselves in the largest chamber of the
building. Edging around a mound of coal forty feet
high, they reached the immense rear doors of the
temple. As a parting gift, they set the coal ablaze.1"
A year later, the companions again entered the temple, but that time they crept into the abandoned ruins.
The lower level had been almost entirely below
ground, and the small rooms and passages had survived the collapse of the roof during the fire. Most of
the larger rooms were buried, but the companions
followed a winding corridor to a roomy chamber near
the rear of the building, but far enough inside to hide
their fire.11 Treading carefully through the twisted
passages, Pawldo gained access to the remains of the
upper level and discovered the intact, but almost
empty, treasure room." A hole in the roof of a nearby
corridor allowed exit via a pile of collapsed stone.13

lower* levef

38
Troy Banks (order #7058520)

The Big Cave

Troy Banks (order #7058520)

The Sacred Grove

rounded by a tangled hedge that opened for any approaching druid. Beyond stood massive oaks.4
The home of the Great Druid was a tiny, thatchedroof cottage. It was constructed so near the Moonwell
rings that it appeared almost within the protective
hedge when Robyn approached from the far borders
of the grove.5 Surrounding the cottage was a garden
lush with wildflowers, with pleasant paths and even
an occasional bench.6 Along the garden's edge, several
aspen enclosed a grassy bower, where the Great
Druid kept animals, such as Canthus, that needed,
healing.7 In the heart of the garden was a still pool
with a grassy island that could be reached via a spellraised sand bridge.* The pool was a mere widening of
the bubbling stream that originated at a small waterfall arid emptied into the creek bordering the grove.9
The beauty of the sacred grove soon disappeared forever, though, as Bhaal and his minions sought to destroy the Goddess and her Ffolk.

SacRed Grzooe
Of all the groves of Myrloch Vale, none was more sacred or fair than the Sacred Grove of the Great Druid,
on the northeast shore of deep Myrloch. Woods
stretched for several miles along the shore, but the sacred grove was only a portion of the woodland. The
southern boundary of the grove was the creek north of
the woods' edge. The mistletoe that marked the grove's
limits stood five hundred yards from its heart.1
The heart of the grove was the Moonwell. It was
surrounded by two rings of stones raised by the
earthpower of great druids in ages past.2 The outer
ring held twelve stone arches, each formed of two
massive stone pillars supporting a third of almost
equal size. The eight pillars of the inner ring, however, were standing stones arranged by pairs without
crosspieces.3 The Moonwell's outer ring was sur40
Troy Banks (order #7058520)

Synnoria

tunes prevented the travelers' permanent enchantment.4


The Llewyrr dwelt in the city of Chrysalis, whose
glass, mineral crystal, and silver towers rose from the
island hill in the middle of the valley.5 Its magnificence
was different from, but in harmony with, the pastoral
landscape. None of the Ffolk could ever report of its
whereabouts, however, for all were blindfolded before entering. Rumors held that to behold the beauty
of Synnoria meant sure madness.6
There were three other significant locations in Synnoria. Two were magic related: Mirror Lake, which
answered questions, and the Grove of Meditation,
which enhanced one's magical or fighting abilities.7
The third was the horse farm that housed the steeds
of the knight Sisters of Synnoria and the mighty stallion Avalon, who escaped to give service to Tristan.8

At the eastern end of Myrloch Vale rose the highest


mountains of Gwynneth, forever guarding the hidden
realm of the Llewyrr elves: Synnoria.' Only three
passes wound through the peaks to reach that enchanted realm; and though the cliff-lined paths were
wide, they were a maze to any not trained to their secret ways.2 In spite of its aerielike location, Synnoria
was relatively level. Its gently rolling fields amidst
towering peaks made it appear almost like an ancient
volcano, or perhaps a "window" cut of dense rock that
resisted erosion.3
Runoff from the many peaks gave Synnoria a
bounty of waterfalls, streams, and lakes. From the
time Tristan and his companions were led blindfolded
into the upland vale, the music of the falls was constantly in the air, and only Keren's discordant harp
Troy Banks (order #7058520)

41

Armies:

Tristi
/farthern Army

Armies' Advance

Bloodriders, another two days in the mountains, and a


final day because of the battle at Freeman's Down.6
While the delay of the the western fleet was greater,
the result was the same: the eastern cantrevs sent refugees, not warriors, to the battle of Caer Corwellor
so it seemed. . . .

When the largest army in northern Moonshae history convened at the Iron Keep for a prewar council,
it planned to smash Corwell and bisect the Ffolk lands
so that all the south eventually would fall.1 Thelgaar
Ironhand, the mightiest northern king, refused to
take part, then dramatically reversed his opinion the
next morning. He had been consumed by Kazgoroth
the Darkwalker.2
The Beast ordered the one hundred sixty-ship fleet
of Grunnarch and Hammerstaad to sail against eastern Corwell, for those cantrevs' destruction would
prevent assistance to the capital. Thelgaar's army,
plus those of six lesser kings, left a day later for the
strike against Caer Corwell.3 Given normal sailing
times and no delays, the landing at Caer Corwell
would have been about three days after the eastern
cantrevs were attacked, but both forces were delayed.
As he prepared to meet the leviathan, the Beast fitted all two hundred forty of his ships with rams,
which slowed their speed." The leviathan damaged
the fleet far worse than anticipated, however, sinking
a hundred ships and wrecking so many others that
the fleet had to be dry-docked for many days. When
the fleet was again underway, the winds were capricious, forcing the northmen to row and preventing
passage through the firth for several days more.5
Meanwhile, the eastern army fell behind schedule
three days because of the late rendezvous with the

The Battle op Fneeman's Docon


After almost two weeks of raiding in the east, the
army and the Bloodriders reunited briefly at Cantrev
Macsheehan to force the refugees west.7 Hammerstaad's half of the forces were to herd the Ffolk slowly
along the road while Grunnarch's army (including the
one hundred Bloodriders, Grunnarch's personal
guard) was to be guided swiftly through the mountains, then south, cutting across Corwell Road ahead
of the refugees and trapping them between the two
armies.8 Thanks to delays forced by Genna Moonsinger, Tristan and his companions managed to
emerge from the paths from Synnoria just ahead of
Grunnarch's army, and the prince rallied the approaching cantrev refugees into a valiant stand at
Freeman's Down.9
Tristan chose his battleground carefully. At the end
of the narrow valley from the mountains stood a low
hill. Several hundred yards across a flatland, a deep
stream cut along the border, with a thick tangle of
vegetation beyond. A drainage ditch crossed the flat
from the hill to the river, forming a partial bunker.
Four hundred Ffolk guarded the ditch, with two hundred more held in reserve. The hill's apparently
empty crest actually was a trap hiding forty archers
42

Troy Banks (order #7058520)

The Battle of Freeman's Down

and Finellen's sixty dwarves.10 The twenty Sisters of


Synnoria harried Grunnarch's army as it descended
the narrow valley, driving the troops into a tangle of
growth and fallen trees prepared earlier by Robyn
and the dwarves. By the time the army broke through
only two hours remained until dark." Meanwhile, the
Sisters had joined the other hidden forces on the hill.
When the bulk of the army charged straight toward
the Ffolk guarding the ditch, Tristan ordered the
archers into position. The army outnumbered Tristan's volunteers four to one, however, and the
northmen breached a wide gap. Suddenly the Bloodriders broke ranks, intending to cut through the
archers and flank the line of defenders below. Their
charge was met midslope by the Sister Knights. Although vastly outnumbered, the Sisters' downhill momentum was sufficient to disrupt the Bloodriders.
The few firbolgs of Myrloch who had joined the army
lumbered after the Bloodriders and found themselves
in the midst of a berserk attack by Finellen's dwarves.
The giants hastily retreated.12
As the Bloodriders and Sisters had first clashed,
Tristan signaled to the reserves, and the breach in the
line was closed. With fearful losses the grieved and
desperate Ffolk held against the northmen, forcing
them to a standstill, and the Bloodriders and infantry
withdrew.13 The Ffolk and their prince were elated,
but as Keren warned, they had merely "met a small,
demoralized army at the end of a hard march and
held it up for a few hours."14

Troy Banks (order #7058520)

Tbe Battle op Caen CoRcoeJI


The true thrust of the Darkwalker War was against
the capital city, Caer Corwell. The same day Tristan
faced half of the eastern army, his father struggled to
prevent the landing of the western fleet. King Kendrick was partially successful, for Druid-made wind
and catapults drove back the fleet from a landing on
the docksbut not until a blast from the Beast collapsed a building onto him. The long ships were
beached on the gravelly shores.15
When a messenger reached Tristan and Robyn the
next day, Avalon galloped to Caer Corwell by dusk. In
the king's absence the lords vied more for glory than
victory and had deployed their forces outside the
town walls. Even as Tristan brought the king's retreat
order to the castle, they were driven into town.16 During the planning session that followed, a Sister arrived
with the news that the knights were just north of
town and the dwarves would arrive within two to
three hours.17 An hour after their arrival, the evacuation of the town began. Lord Koart's company bolted,
leaving Lord Dynnatt's to be massacred. The rest
were forced to retreat to the town, but were cut off.18
The next day, the northmen streamed into the town
from the south and east and forced the defenders toward the north gate. Tristan ordered an attempt to
break through to the castle. Briefly they were trapped
on the road, until Robyn's magic opened a path
through the Bloodriders.19 They had reached Caer
Corwell!
For a week the Beast prepared, then on the eighth
day his attack began.20 The firbolgs battering the gate
43

were driven back by TVistan's trustv companions and


Finellen's dwarves, but the siege engines burned a
breach in the palisade.2' The Ffolk fought heroically,
losing then regaining control of the gap against the
northmen; but they could not stand against the supernatural charge of the Bloodriders.22
The riders rode straight up the steep slope at blurring speed, cutting like a scythe through the line of
Ffolk. While the scattered defenders were slaughtered, the eleven remaining Sisters of Synnoria ran
into the stables to ride. Acting on Robyn's plan, they
charged across the courtyard, drew the Bloodriders
to them, then turned in swift retreat. As they drew
ahead of the Bloodriders, Robyn cast a fiery chasm
that destroyed all but one of the riders.23 Drained by
her feat, Robyn lay unknowing as Laric stealthily carried her out of the frayunseen until the last moment.24
Behind the Bloodriders, Kazgoroth had immediately
led the northmen through the breach. But even as
Tristan and his remaining forces turned to face this final menace, unexpected help arrived. Led by Canthus, the wolves of the Goddess fell upon the troops
still climbing the knoll, and the northmen streamed
away toward their ships. As the Beast was revealed by
his anger, the last of his troops fled." Caer Corwell had
survived.

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44

Oeferiae, oP Caer*

&o//e
Pact-

The Battle of Caer Corwell


Troy Banks (order #7058520)

11/ //

Allisynn

mained while the castle transported them not only to


Norland, but to Corwell Firth." There it ran aground
and was later explored at leisure, giving access to its
scrolls, artifacts, and treasures.'2

East of Gwynneth, on an isle magically submerged


in the straits amid the three major lands of the Ffolk,
was another location even less known than the hidden lands of Synnoria: Caer Allisynn. Cymrych Hugh's
joyous wedding gift to his new bride, Caer Allisynn,
was doomed to become a tomb, and thereafter appeared only to a favored few.1
The castle was designed for both strength and
beauty. It was smaller than Caer Corwell, but was
more finely constructed with blocks of softly glowing
rose quartz shaped in delicately proportioned spires.2
High battlemented walls broken by only a few windows formed a roughly rectangular complex with a
single gate closed by a drawbridge and portcullis.
Daryth was able to scale the gate and drop over the
top to lower the drawbridge, admitting Tristan and
Pontswain to the small courtyard.3 The courtyard was
lined with ornate columns, and its doors and sweeping stairways gave way to the rooms and balconies
tucked into the walls. The largest of these lay opposite
the gate: Queen Allisynn's keep.
A wide, misty stairway led to two massive oaken
doors strapped with bronze. Tristan and Daryth were
unable to enter the keep through them, however, for
pulling the doors' bronze rings activated a trap that
sent them plummeting down a wide shaft into a
thirty-foot cavern lined with rough-hewn stone.4
They might have remained in the trap, but the centuries of submergence/emergence had weakened the
stone. Seeking an outlet, water in the trap had entered an underground drain nearby, and Daryth widened this opening sufficiently to allow the
companions to swim through it. Once in the underground system, Tristan discovered a four-foot shaft
that slanted shallowly enough to permit climbing."
The shaft ended within the wall near the upper end
of the slightly slanting corridor.6 Iron doors broke the
inner wall about every thirty feet. Tristan forced open
the closest one, and discovered a guardroom. The
door on the far wall led back into the courtyard, while
the remaining door entered directly into the great hall
of the keep.7
The great hall was awesome. High colored windows
revealed the immense granite columns lining the
walls." At the end of the hall opposite the great entry
doors a passageway led deeper into the keep. Daryth
ascended a stairway on the right and found himself
on a balcony lined with roomsone of which held
treasure.9 Meanwhile, Tristan was drawn to a corridor left of the great hall, and after passing through
two archways entered a light-filled room. The floor of
the room was marble, and the domed ceiling was inlaid with gold, but the glow emanated from the crystal
bier of Allisynn. Rising, Allisynn returned to him the
Sword of Cymrych Hugh and prophesied the coming
of the new High King.10
Tristan and Daryth were not the only visitors to
Caer Allisynn. A year later, Koll and Gwen were saved
from a shipwreck by the mysterious isle. Within still
another corridor branching from the great hall, Gwen
discovered a cozy room, and there the couple re-

The Caer

46
Troy Banks (order #7058520)

Caer Allisynn
Troy Banks (order #7058520)

cessed a private section of the castle reserved for the


needs of the Council of Seven. The main wizards'
tower, with its circular council chamber, rose in dark
disharmony with the rest of the fortress and was
reachable above ground level only by a bridge.16 In
spite of the disparate functions of the three main sections of the castle, each had ready access to the others
and doubtless all could reach the dungeons.17
When Tristan and Daryth entered Caer Callidyrr,
they passed through the east gate house with its towering walls. Beyond was a courtyard with wooden
barracks on the far side. Using a diagram provided by
Fiona's father, they turned in a direction none of the
guard officers took, following a passageway broken
by several portcullises.18 The corridor ended in a small
courtyard with the stables on the far side. An opening
at the end of the stables gave way to another courtyard, which revealed "a vast high-walled keep."19 From
there, an archway opened onto yet another small
courtyard, with the kitchen on the left.20 They had
reached the king's section.
The door on the left opened onto a large entryway
with several branching hallways. One ended at the
huge kitchen with its many stoves, ovens, and
counters. Another led to a wide stairway that rose to a
long, carpeted hallway on the next level. The hall was
lighted by beveled glass windows at each end and was
lined with mirrors, but only one door broke its entire
length: the opening to a small guardroom that protected the High King's chambers.21
Trapped by Cyndre's magic in the king's room, Tristan and Daryth were imprisoned separately in one of
the many enclosures of the dungeon.22 When Daryth
escaped, he turned right from his cell to take the
torch from its bracket a hundred feet away. Rounding
a nearby corner, he recognized the steps down which
they had been brought. These were barred at the top
from the guardroom above. He recovered the weapons and retraced his path to find Tristan. Beyond
Daryth's cell were four empty ones, then one holding
the imprisoned wizard Alexei. Tristan's cell lay some
way beyond.23
After Tristan was freed, Alexei led on down the
darkened passageway to a secret door. The narrow
tunnel beyond descended, often as steeply as a stair,
until it opened thirty feet below into a cave that continued steeply downward. When it seemed to Tristan
they must be almost a thousand feet below ground, a
narrower cave branched off to the left. Alexei led
them along that narrow passage for about a hundred
yards until it reached an immense chamber: the secret meeting place of the Council of Seven. Stalactites
hung from the towering ceiling, their mineral-laden
waters feeding pools on the chamber floor. In the
midst of the chamber was the council's circular table
with a dozen stone chairs, but on the far side a dustfilled pit thirty feet across surrounded the spell-filled
chest that Alexei sought.24

The largest city of the Ffolk lay on the eastern shore


of Alaron: the port of Callidyrr.1 After the rise of
Cymrych Hugh, the High King moved his seat of government from Corwell to this more populous locale,
and here he raised the mighty fortress of Caer Callidyrr.2
Tbe Cite/

Callidyrr stood at the southern end of Whitefish


Bay. The vast harbor was protected by a druid-raised
breakwater and lined by a seawall.3 The Ffolk were
not great seafarers, but alongside their sturdy fishing
boats lay "dozens of trading galleons and a pair of long
ships" from the Sword Coast cities, and a huge shipyard was in use along one side of the large dock area.4
Beyond the docks, the walled city was "bright and
cheerful" with Caer Callidyrr gleaming over all.5
Two major roadways served Callidyrr. One ran west
along the southern edge of the fortress, then curved
north to the mines of Fairheight Mountains, while the
major highway of Alaron, the High King's Road, traveled almost due south.6 As in most large port cities,
Callidyrr's inns, taverns, warehouses, and other businesses were constructed along a weblike network of
narrow streets and alleyways near the docks. As
Fiona led Tristan's group to her father's home, she
steered them past several fish houses, through one of
the factories, down an alley, around a corner, and
through a narrow street.7
Fiona's house was a small ramshackle structure, but
it was not quite ordinary. In the narrow hallway beyond the first hearth-warmed room, a rug hid a heavy
trapdoor from which a steep stair ran to a cellar fitted
as a blacksmith shop. Several cots stood in a corner.8 A
secret door from the cellar revealed a low, narrow
tunnel that led through a hatch into one of the city
storm sewers, which emptied through the seawall.
This allowed Pawldo to sneak out of the city.9 Tristan
and Daryth departed the house in a cleaner but far
more dangerous way, following the street to another
that led directly to the east gate of Caer Callidyrr.10
Tbe

FoRtRess

The grandest structure in all the Moonshaes was


the fortress of the High King: Caer Callidyrr. It stood
north and west of the city, its white walls constructed
of such fine-grained granite that they appeared almost to be alabaster." The fortress was spread over
three hills, with a drawbridge and gate on each.12 The
central gate served the king's halls, kitchen, and royal
apartments." Barracks and grounds of the royal
guard were accessed through the eastern gate, which
was proclaimed by four scarlet banners.14 The third
gate stood near the west: the wizards' gate.15 It ac-

48
Troy Banks (order #7058520)

fjova's Muise

Callidyrr
Troy Banks (order #7058520)

(ruar s
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Troy Banks (order #7058520)

Caaerzns of

they were a thousand feet below ground, but the cave


continued so steeply that in places they even had to
climb down small cliffs to descend.3 When Tristan
judged them to be a half-mile below the surface and
an equal distance under the sea, they suddenly entered one of the duergar's agricultural caverns. The
chamber was so large that a waterfall tumbled hundreds of feet to the mushroom-filled floor, yet could
only be faintly heard and seen.4 They took the
straightest trail across, encountered duergar, fled to
the far side and into another cave passageonly to
find their way blocked by a chasm hundreds of feet
across and a thousand or more deep. A bridge once
had spanned the cleft but was now rotted away. Alexei's flying spell allowed them to cross, however.5
Not far beyond the chasm, they entered a mazelike

The subterranean passage through which Alexei


led Tristan and Daryth was only one of many entrances to the vast and intricate underworld network
of the Moonshaes.1 Not long before, the caverns below
Caer Callidyrr had been occupied by the deep
gnomes, cozily housed in round huts in a deep-columned cavern. With Cyndre's assistance, duergar had
slaughtered the harmless gnomes, and the dark
dwarves had become yet another addition to Cyndre's
plan to overtake the Moonshaes.2
After leaving the wizards' secret council chamber,
Alexei returned to the original passageway. Already

Passage

Junction (&& Meet!nOW;th Fineller,

Shaft

Chasm

flight Ma-ze

Gnome City

eta

Troy Banks (order #7058520)

52

network of caves and caverns. Alexei discovered a


shaft that rose hundreds of feet. The flying spell
lasted just long enough for them to ascend to the only
apparent exitjust in time to be greeted by Finellen
and her dwarves.6 Finellen showed Tristan's group to
a passage that ended in Dernall Forest.7
Meanwhile, the crusty dwarf led her followers
against the duergar. The battle took place in yet another mazelike section of the complex, which could be
reached from the junction. Three narrow entrances
led into the honeycombed lair. Two were steeply inclined and the third was cut by a gorge with a drawbridge. Finellen had estimated her force to be equal to
that of the duergar but was forced back by vast numbers.8 She retreated south, leading the duergar away
from the tunnels of Gwynneth.9

The Caverns of Callldyrr


Troy Banks (order #7058520)

fr-am Dungeons
of Caen

53

EXaDoiQccrstle

Doncastle

the west bank was dammed to form a millpond. No


bridges or paving marred the grassy openings, but
walkways were instead suspended between the trees.
Most of the structures were on or in the ground, however. A few wooden cottages, the weavers' huts, and
the blacksmith's forge were easily visible.10
Only one of the major inns, the Bur Oak, O'Roarke's
favorite spot, was in a tree. Its open balconies almost
made it appear to be without walls.11 Other inns included the cozy, sod-roofed Green Meadow, where
Tristan stayed; the Raging Boar, temporary lodgings
for the wizards Kryphon and Doric and assassin Razfallow; and the enormous Black Oak, to which the unconscious Robyn was taken.12 The Black Oak held a
huge, elegantly furnished main room. The partially
screened stairway led to a short hallway serving the
sleeping rooms. Robyn's windowed room was at the
back, and its door was the third from the stair."
A grassy square in the heart of the city served as
both market and gathering plaza. Kryphon passed by
it when going between the Raging Boar and the chapel
of cleric Vaughn Burne: a simple wooden building
with a meditation alcove and sleeping room curtained
off from the large sanctuary.14 Earlier, Kryphon and
Razfallow had visited another Doncastle dignitary,
Annuwynn the wizard. They entered a small aspen
grove, magically separated the densely woven thorn
hedge, and followed one of the smooth stone walkways until a curve in the path revealed a pool in front
of the large foliage-covered manor.15 With the city's
wizard and cleric dead and one of the guard captains
under his power, Kryphon had set the stage for the
defeat of Doncastle.16

Deep in a valley in the heart of Dernall Forest, many


fugitives from the deluded High King and his Scarlet
Guard had built an unusual city: Doncastle.1 The
many homes, inns, and other structures were camouflaged so well that Tristan and Daryth thought them to
be trees and natural mounds when they first arrived.2
There were four main entrances to the city. King's
Gate faced northeast on the path from Caer Callidyrr.3
Lord's Gate was in the northwest and may have
looked toward the former lands of the founder and
leader of Doncastle, Hugh O'Roarke.4 Druid's Gate
opened from the south trail toward the heart of the
druids' religion in Gwynneth.5 The fourth gate lay east
of the Swanmay, leading to secret glens and caves.6
Although the gates were really no more than widened avenues from the trails, they were designed to
be defended. Ditches (no doubt dug to appear natural)
cut into the roadways, and barriers hidden in the
trees could be dropped to form instant ramparts. Similar barriers were hidden all through the city.7 For a
hundred yards on each side of the trail, the woods
were quite open, allowing maneuvering room for the
defenders, but beyond that space the underbrush
was encouraged into a wild tangle broken only by occasional paths known to the residents." Just past each
gateway, a dense growth of aspen formed a stockade
fence surrounding a stable.9
In places south of the city, the trail followed the
Swanmay River. The placid stream also ran through
the center of the town, where a small feeder creek on
54
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Doncastle
Troy Banks (order #7058520)

E2ITbe Battle of ttee


BiHigb Kings

was lined with a third brigade of the Guard. Beyond


the southern brigade, however, small figures could be
seen scurrying atop the next crest: Finellen and one
hundred fifty dwarves.11
The sturdy dwarves rolled boulders into the ranks
of the Scarlet Guard, disrupting the southern brigade
sufficiently to allow Tristan's troops to win their way
to the crest of the rocky knoll. Twilight allowed the
prince to view the setting for the next day's battle.
Thousands of duergar who had pursued Finellen
milled on the south. The reunited Scarlet Guard stood
north and east. Tristan's army held the high ground,
and to the west lay a narrow-necked peninsula lined
with hundred-foot cliffsa natural fortress.12
When the day of battle dawned, however, the
prince discovered he was even more outnumbered
than before. The evil god Bhaal had summoned the
undead of the sea to join the sahuagin. Hundreds of
undead stumbled to the southern shore amongst the
duergar, while the sahuagin prepared to scale the
cliffs.13
The duergar and the undead attacked first. As the
slope on the south was less steep, no rockslide could
be started. O'Roarke commanded on the southern
front, with Daryth, Pawldo, and Pontswain supporting him. As a group of duergar broke through the line,
the outlaw lord almost single-handedly drove them
back.14
On the north face of the knoll, Tristan, Robyn, and
Finellen faced the Scarlet Guard and sahuagin. As the
sahuagin slowly slithered up the cliff, the ogre brigade began its climb. To catch the ogres off balance,
Finellen's dwarves marched downhill and right. Tristan led a company forward to protect Robyn as she
raised two elementals ahead of the ogres.15
While these moves were fairly successful, losses
were heavy (especially among the dwarves); and the
thinned forces that Tristan had left atop the knoll suddenly faced the first onslaught of sahuagin. If the sahuagin broke through, they would cut off any hope of
retreat to the peninsula. Calling reinforcements from
the defenders on the south, Tristan's troops repeatedly pushed back the sahuagin; but the reprieves only
allowed time to move the troops to the final redoubt.
As the last of the force passed west, tragedy fell. Tristan, Daryth, Finellen, and O'Roarke stood in the center of the rear guard. As an ogre attacked Tristan,
O'Roarke stepped forward to assist the weary prince
and was overwhelmed by sahuagin."
Almost simultaneously, a personal confrontation
erupted at the highest point of the peninsula. Cyndre
materialized unexpectedly and felled Alexei. Racing
uphill, Robyn joined the magical battle, but her
growth spell went far beyond her imaginings. The
vegetation imprisoning Cyndre ripped into the bedrock, opening a cleft into which both wizards fell.
Without understanding why and at the last moment,
she cast in her rune stick. The earthquake spread.
The promontory was torn away from the shore, and
the coast collapsed, destroying Bhaal's evil forces and
the Scarlet Guard as well. The last fissure toppled the
High King's carriage.17
The battle was won, but only three hundred of Tris-

After Tristan's escape from Caer Callidyrr, Cyndre


realized the prince would return to Doncastle and
muster O'Roarke's outlawed people into a dangerous
force. At the wizard's behest, King Carrathal nervously agreed to send all four brigades against the
woodland city.1 Cyndre's plans were already in motion, however. Kryphon had already arrived at Doncastle to scout, prepared a map for Cyndre, killed the
wizard Annuwynn, seriously injured the cleric, and
ensorcelled one of O'Roarke's captains during the
days before the Scarlet Guard's arrival.2 The stage was
set for the Battle of Doncastle.

Tbe Battle of Doncastle


The human mercenaries of the king's army bivouacked in the forest while the ogre brigade made its
way west across the Swanmay. Cyndre planned to attack at King's Gate with two brigades an hour after
dawn, drawing all the defenders to that quarter of the
city.3 Thanks to O'Roarke's inept leadership, the wizard's plan worked perfectly.4
O'Roarke stationed archers along the rampart and
in the trees around the gate, planning a rain of arrows
on the attackers trying to break through the ground
troops that defended the ravines in the roadway. Cyndre led the king's attack, however, sending a killing
gas into the front-line defenders before a single arrow
was strung. Although Robyn managed to disperse the
gas, most defenders had already fled. O'Roarke had
gone earlier, so Tristan organized the retreat, planning a stand at the river.5 When O'Roarke reappeared,
he countermanded Tristan's plan and ordered a stand
well away from the river. He pulled defenders from all
other parts of the city, leaving no reserves.6
The ogre brigade had been ordered to wait beyond
Lord's Gate for two hours to allow for just this mistake.7 Shortly after the defenders were withdrawn,
the ogre brigade entered. In spite of their best efforts,
the rallied forces near King's Gate had been driven
back toward the river. Trapped between the original
two brigades in the northeast and the ogre brigade in
the northwest, Doncastle's defense broke into a total
rout.8 The forces fled along the streets and alleys to
the south, pursued by the Scarlet Guard, as the final
brigade burned the city.9

The Last Redoabt


The four friends retreated from Doncastle through
Druid's Gate, and Robyn led them southwest through
the forest. About a hundred of O'Roarke's men followed. The appearance of O'Roarke and Pontswain
brought the force to five hundred. By the time they
reached the coast, the count had risen to a thousand,
but they found themselves in still another trap.10
As the refugees topped a rise, they saw the path to
the south blocked by a brigade of the Scarlet Guard.
Looking back, O'Roarke pointed out the arrival of the
ogre brigade, and almost immediately the eastern rise
56
Troy Banks (order #7058520)

The Battle of the High Kings

tan's troops and seventy-nine dwarves survived. As


the waters calmed, a fountain formed at the edge of
the new island. It held a gift from the seathe Crown
of the Islesand with it Robyn invested Tristan as the
new High King.18

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57

"

so

too

Battle op Bbaal
Although Tristan had been crowned High King, he
realized his task was not complete.1 Indeed, the defeat
of the Darkwalker and the fall of the Black Wizards
had only served to draw the personal ire of the evil
god Bhaal.2 While the greatest army ever mustered in
the Moonshaes gathered in Kressilacc, the god discovered how to physically occupy the Darkwell in
Myrloch Vale.3
When the sahuagin and undead were ready, Bhaal
sent them against the small communities along the
Strait of Oman, then on to destroy the Iron Keep.4
Even Bhaal's cleric, Hobarth, failed to understand the
reasons for these forays, though the bloodlust fed by
the destruction strengthened Bhaal.5
The result must have surprised even the god, however. Koll and Gwen of north Gwynneth fled the destruction of both their village and the Iron Keep, and
eventually reached Norland aboard Caer Allisynn.6
Their news and supernatural vessel convinced Grunnach the Red to aid Corwell.7 The hastily gathered militia of Corwell Town and its two neighboring cantrevs
were miniscule when pitted against Bhaal's army. The
town was overrun almost immediately, and even the
arrival of the northmen could not gain access to the
castle or the community.* Only the banishment of
Bhaal was able to defeat his thousands; so, while Tristan was not physically present in Caer Corwell during
the battle, he once again wielded the Sword of
Cymrych Hugh to the final victory.9
58
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The Battle of Bhaal

/fandoIf Returns
Stolen Crown
FT.
2000
S

V-

Pant TbRee:
Tbe NoRtb and West

59
Troy Banks (order #7058520)

Troy Banks (order #7058520)

Dale

Winds blew interminably from the expanding Reghed Glacier to the east. The glacier also was the
source of most of the surface water of the dale, especially during the swift and sudden spring-summer
thaw. At one point, a thermal upwelling produced a
perpetual hot spring, however: Evermelt, entranceway to the lair of Icingdeath, a white dragon."

04: IcecofiQd

In the far northwest of the Realms was a harsh land


almost beyond the reach of the warmer and more settled south, known as Icewind Dale. Both geographically and socially the dale was a land at the margin of
the world. As often happens, however, news of the
dale spread far due to tales of the "Companions of the
Hall." They eventually rediscovered and reclaimed
Mithril Hall for Bruenor's clan and defeated Pasha
Pook of Calimport. Contacts made during the quest
also brought a certain degree of acceptance for the
only drow elf known to have rejected his dark inheritance: Drizzt Do'Urden.

Tbe NoRtb
All the lands north of Waterdeep and west of the
Desert of Anauroch were only marginally tamed.
Long winters and short summers, vast forests and
bogs, and innumerable monsters all challenged the
scattered settlements. Vast mineral deposits attracted
the dwarf clans to the south-running arms of the
Spine of the World. The dwarves most notably
founded Sundabar, Citadel Adbar, and legendary
Mithril Hall. Mirabar served as a great mining city for
humans.5
Other noteworthy communities were those along
the coast, especially Luskan and, far inland, Silverymoon, city of wisdom and legend.6 Great farming areas spread through the broad, north-south running
valley of the Surbrin and Dessarin riversperhaps
the quietest areas one could find in the North. The
Crags and Neverwinter Wood lay west of the valley,
near the coast, and north and east were Lurkwood
and the wild, troll-filled Evermoors. Through this valley ran the main trading road of the area, spanning
the miles from Mirabar to Waterdeep.7 At the village
of Longsaddle was the unique abode of a family of
wizards named Harpell. Another of the clan occupied
the invisible Tower of Twilight in the western part of
the valley." In Neverwinter Wood, west of the tower,
the banshee Agatha was found to threaten only when
threatened, but the wood had an evil reputation that
even ores chose to avoid.9
Those who journeyed south finally reached civilization at Waterdeep, the City of Splendors. As they pursued Entreri, assassin and Regis's kidnapper, the
remaining Companions of the Hall traveled far into
the south of the Western Realms, to the heavily populated kingdom of Calimshan. Eventually they came to
Calimport, the greatest city in the known Realms.10

Icecoind Dale
Icewind Dale lay beyond a high and almost impassable range of mountains called the Spine of the World,
or "the Wall." Only far in the west, as the mountains
descended to the Sea of Moving Ice, did the ridge fall
sufficiently to provide a pass. Through this, caravans
journeyed to transport the ivory scrimshaw carvings
that made the dale financially worth inhabiting.1
The dale was a thousand square miles in area but
probably contained a population of only fifteen to
twenty thousand. With the exception of the nomadic
barbarian tribes that followed the reindeer, the
dwarves of Kelvin's Cairn and the humans of the ten
small towns clustered on the banks of three lakes in
the south-central area were the only inhabitantsother than monsters. Of these there were tens of
thousands, but most lived in the mountains.2
The dale was virtually all tundra. Kelvin's Cairn was
the only rocky elevation that broke through the
coarse grasses north of the Wall. The same landforming process that shaped Kelvin's Cairn also lifted
the rumpled hill on which Bryn Shander was constructed, and depressed the basins holding the three
lakes of Maer Dualdon, Lac Dinneshere, and Dellonlune (renamed "Redwaters" after a particularly
bloody ship-to-ship battle over fishing rights).3

Patbs

Dale

30

Battle of Ten-Towns. Bruenor indentures


Wulfgar.'

Year 11
Assassin Artemis Entreri begins search for
Regis.'

Year 1
Flamerule (July):
Drizzt Do'Urden comes to dale, is befriended by Bruenor Battlehammer.1
SD: Midsummer
Bruenor completes forging of Aegis-fang*
Year 2
3 Bruenor presents Aegis-fang to Wulfgar.'
Regis steals Pasha Pook's magical ruby,
4 Drizzt begins Wulfgar's training.10
flees Calimport to Ten-Towns.2
24 Biggrin and verbeegs occupy scout-post
lair on Kelvin's Cairn."
Year 6
Marpenoth (October):
Eleasias (August):
9

25
28

Akar Kessell finds crystal shard in mountains and raises Cryshal-Tirith. He dreams
of goblin army.3
Meeting of barbarian tribes*
Council of Ten-Towns Alliance formed.5

11
20
21

Battle of Daledrop. Raid on verbeegs' lair.'1


Council of Ten-Towns. Kessell's army
marches."
Wulfgar leaves Kelvin's Cairn. Drizzt fol-

61
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26
28

29

30

lows.14
Wulfgar and Drizzt kill Icingdeath.15
Battle of Icewind Dale begins. Caer-Konig
and Caer-Dineval burn. Drizzt sees fires
and runs through the night.18 Wulfgar
reaches barbarians' camp, wins challenge.17
Third Cryshal-Tirith raised. Targos destroyed.1' Drizzt banishes demon Errtu.1*
Wulfgar crowned and begins night
march.20
Day: Bremen burned; dwarves begin
shafts; Regis buys time.2lNight: dwarves
emerge, kill many; barbarians attack.22

Eleint (September):
SD: Harvestide
Cryshal-Tirith crumbles. Drizzt and Kessell are teleported to Kelvin's Cairn. Avalanche buries Kessell and crystal shard.21

The Far Northwest


Troy Banks (order #7058520)

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Troy Banks (order #7058520)

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Battle of Icewind Dale ends, a costly victory." Bruenor tricks Drizzt to seek Mithril Hall in spring."
Year 13
Mirtul (May):
26

Bruenor, Drizzt, Wulfgar, and Regis leave


Ten-Towns at dawn.26

Kythorn (June):
3

Catti-brie joins caravan to warn of Entreri's pursuit."


10 Companions enter Luskan in evening, get
map, and depart.2*
14 Party passes through the Crags. Ores attack. Uthgardt barbarians rescue party.29
15 Companions escape shaman, fight again at
dawn, and continue until dusk.30 Entreri
reaches Luskan with kidnapped Cattibrie."
16-19Companions stay at the Ivy Mansion in
Longsaddle.32
22 Wizard Sydney learns companions' location, joins Entreri. They journey on magical horses.33
25 Sydne, and Entreri reach Silverymoon."
Companions spurned by Riders of Nesme
and start east.3'
26-29 Companions cross Evermoors with little
rest, constantly pursued by trolls."
Flamerule (July):
SD: Midsummer
Companions reach Silverymoon. Alustriel
sends them west.37
1 At Herald's Holdfast, memory potion and
maps reveal Mithril Hall's location. Companions depart immediately.3*
2 Sydney and Entreri pursue companions.39
5 Companions enter Mithril Hall at dawn."
Attack on oval chamber in evening. Drizzt
and Entreri fall into trap."
6 All reach Garumn's Gorge. Catti-brie kills

Sydney. Bok falls. Bruenor plummets into


depths on burning dragon. Entreri kidnaps Regis and destroys bridge, delaying
companions' pursuit several hours.42
7-23 Companions return to Longsaddle.
19 Entreri boards ship in Waterdeep.43
24 Drizzt and Wulfgar leave at dawn to pursue Entreri. Armies of Adbar and Icewind
Dale are summoned.44
26 Wulfgar and Drizzt spend the night in the
Tower of Twilight.45
27 Malchor gives Drizzt enchanted scimitar
and horseshoes. After dusk, Drizzt and
Wulfgar enter Agatha's lair and obtain
mask for Drizzt."
29 Drizzt and Wulfgar reach Waterdeep,
board ship that night.47
30 Entreri reaches Baldur's Gate in morning,
talks with Oberon. Oberon reports to
LaValle, and Pook orders pirate attack.
Bruenor escapes Mithril Hall through a
chimney.4*
Eleasias (August):
3
6
8
14
19
22
24
25

Entreri sails from Baldur's Gate. Alustriel


finds Bruenor."
Drizzt and Wulfgar reach Baldur's Gate.
Alustriel flies Bruenor to Longsaddle via
"equine aflame" spell.
Oberon signals Entreri and pirates as
Drizzt sails."
Bruenor and Catti-brie fly from Longsaddle at dawn, reach Drizzt's ship during attack by pirates."
Companions land in Memnon, begin desert journey at night.53
Entreri reaches Calimport, learns of companions' departure from Memnon.54
Companions reach Calimport, meet Dondon in evening. Guenhwyvar takes Regis
to another plane."
Rescue of Regis. Wererats in sewers
mount predawn ambush." Entreri duels

64
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30

Drizzt, withdraws.57 Wulfgar fights his


way through the guildhall, is joined later
by Drizzt, Bruenor, and Catti-brie.5*
LaValle retrieves Regis from Guenhwyvar
and sends rescuers to Plane of Tarterus.'9
Regis helps companions escape from Tarterus. Guenhwyvar kills Pook. Entreri kills
Rassiter.60
Companions dine at the guildhall with
new guildmaster, Regis."

Eleint (September):
SD: Harvestide
Companions sail from Calimport at
dawn.'2
15 Armies of Icewind Dale arrive in Longsaddle.63
Uktar (November):
10

Ship reaches Waterdeep.64

Nightal (December):
10
30

Companions reach Longsaddle."


Dwarves of Citadel Adbar reach Longsaddle."

Year 13
Ches (March):
1-3
20
30

Conquest of Mithril Hall.67


Top level cleared of duergar.
Undercity reclaimed.
Normal activity begins.

Year 14
Spring
Carving of Bruenor Battlehammer bust begun.
Wulfgar and Catti-brie marry. Regis
appearsrunning again.6*

Icewind Dale Paths


Troy Banks (order #7058520)

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Tafern
Stables
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Approximate M~S Cr

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Trail

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Gate

Tavern

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i/entictj Exaggeration 3:1

Ten-Towns originated when its ivorylike scrimshaw


was discovered by others in the Realms.1 Nine fishing
villages grew up along the three lakes, Maer Dualdon,
Lac Dinneshere, and Redwaters.2 Bryn Shander grew
as residents needed a central location to meet traders.3
The population of Ten-Towns was only eight thousand.4 "Proximity to Bryn Shander was second only to
the quantity of fish hooked in determining the success
and size of the fishing towns."5 "The Eastway" quickly
made Easthaven rival Caer-Dineval in size.6
Both Bryn Shander and Targos were walled against
the hostile land.7 But walls did nothing to protect
Targos when Akar Kessell sent a killing beam from
Cryshal-Tirith. The beam struck the major buildings,
but missed the ships in the harbor.8 Termalaine was
the most aesthetic town: "a sprawling, uncluttered
town with . . . wide avenues."9 All towns were about
the same area despite the differences in population.10
Lonelywood's fir trees were extensively used for
structures in all the towns."
The dwarf-built "palace" of Cassius, spokesman of
Bryn Shander, was given to Regis after the Battle of
Bryn Shander.12 Designed for Ten-Town's council
meetings, it was the largest building of Ten-Tbwns
(and "the grandest north of Mirabar."13 Regis filled it
with clutter from the front hall staircase to the master
bedroom, where Entreri found Regis's thieves' guild
ring in the desk."
66
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/OOO H /SOO

Iten-lbwns' Trading Center


The Palace

Outlying Tbwns
Troy Banks (order #7058520)

By either natural or supernatural explanation, the


dwarven valley and Kelvin's Cairn would have been
formed at the same time; they were separate but related land forms. The weathering that broke the
mountain into a gigantic pile of boulders also produced the column of stones atop the eastern cliff of
the valley known as Bruenor's Climb.10 Other notable
valley sites were all at the far north end, tucked next
to the southern flank of Kelvin's Cairn, including the
nook where Bruenor secluded himself to forge Aegisfang; the flat expanse of rock next to a stream where
dwarves frequently camped (including those killed by
the verbeegs); and the hidden lair near the valley's
north end, a mile west of the flat rock, in which Biggrin's patrol stayed."
Beyond the crumpled skirts on each side of the
mountain, the land flattened out, forming smooth
pathways to the northern tundra: Bremen's Run on
the west and Icewind Pass on the east.12 The only easy
route from the east into the valley was via Daledrop,
which lay "up on the level of the tundra yet below the
southern slopes of the mountain."13 As Kessell's reinforcements passed through Daledrop to reach the
scout-post, the dwarves ambushed them, striking the
first blows of the upcoming battle.14 Fearful that verbeegs from the lair would come upon the dwarves,
Drizzt and Wulfgar for several hours followed a
group that headed out to meet the patrol, and caught
them alongside a small gorge.15
There were three other important sites on the
cairn, and all were associated with Drizzt. The drow
lived in a shallow cave just above the base of the north
side of the mountain.16 He battled the demon Errtu in
a cavelike dell and later with Kessell was translocated
from the Cryshal-Tirith to the highest snowy tipthe
starting point of the avalanche that buried Kessell and
the shard far beneath the south face of the mountain,
against a lower peak.17

Cairzn
According to barbarian legend, the god Tempus had
battled the frost giant hero Kelvin in the midst of Icewind Dale. Kelvin was killed, and Tempus scooped
stones from the plain and heaped them atop the fallen
giant as an eternal reminder of the penalty of his
wrath.' For those who prefer a natural explanation,
Kelvin's Cairn could have been a "monadnock," a peak
formed of extremely resistant rock, all that remained
after eons of erosion. An ancient double fault, or "graben", at the mountain's base would have produced the
dwarven valley.2 The granite bedrock that lay under
Icewind Dale and formed the upthrust bulk of Kelvin's Cairn was fairly rich in minerals and thus had attracted Clan Battlehammer after its flight from
Mithril Hall. Weathering had broken the surface of
the granite monadnock into the boulders that gave
the peak its cairnlike appearance.3
Kelvin's Cairn stood about a thousand feet above the
almost featureless tundra, while the dwarven valley
fell at least that far.4 The homes and mines of Clan Battlehammer were primarily within the valley, their entrances protected from the perpetual winds of the
dale.5 The tunnels went beyond the valley, however,
and the southernmost allowed the dwarves access
even to the midst of the battlefield during Akar Kessell's assault on Bryn Shander.6 The tunnels were lined
with homes, meeting halls, forges with adjacent work
areas, storage caverns, and treasure rooms (such as
the one from which Bruenor took the materials used
in forging Aegis-fang).7 So extensive was the complex
that some sections had fallen into disuse, especially
when mining in any given area had become fruitless.8
The battle with Kessell was hard on the dwarves, for
they lured attacking goblins into the tunnel entrances
and collapsed the tunnels, causing a cave-in of the entire cliff face.9

l/ertjca/ Exaggeration
North-South Cross-section

68
Troy Banks (order #7058520)

Snuenon'a
'Temple'

Kelvin's Cairn
Troy Banks (order #7058520)

ble doors of the front entrance.9 Through a large fireplace on their right in the barracks chamber Drizzt
heard voices. The chimney joined with another flue
before continuing to the surface vent. The two
friends climbed the few yards up the first sinuous
chimney, then Drizzt climbed down the almost vertical adjoining shaft to peer into a small chamber: Biggrin's anteroom.10
To reach Biggrin's apartment, Drizzt and Wulfgar
followed the short main corridor toward the front
door and found a narrow tunnel branching to the
right. The door to the anteroom stood at the tunnel's
end." Upon entering the anteroom, the friends discovered a second door, which had not been visible
from the hearth. This door opened into a lavish chamber that contained two more doors. A darkened corridor was visible beyond one, while Biggrin hid behind
the other, which led down a narrow passage to a secret exit.12

EftTbe VeRbeegs' Lairz


At the far north end of the dwarven valley, hidden
at the base of Kelvin's Cairn was the secret lair discovered by Akar Kessell's ore scouts. The wizard chose to
establish a temporary scout and supply outpost there
until his assault on Ten-Towns.1 Twenty small giants,
known as verbeegs, under the command of the frost
giant Biggrin, packed great amounts of weapons and
supplies there.
The verbeeg that settled the cave arranged and expanded chambers into "sleeping areas, storage rooms,
and a small kitchen."2 When Drizzt and Wulfgar
mounted an assault against the post, they entered the
lair's back entrance. The door was high up a steep incline on the west side of a stony outcropping. A rocky
ledge, piled with garbage, served as an outer terrace.3
Immediately inside was the roughly squared kitchen.
A table full of pans and a cutting block stood against
the right wall, while the left wall was lined with
shelves of supplies. On the wall opposite the entry
door, a large oven was delved into the stone. Beside it,
a wooden door led to the next chamber.4
The second chamber was also square, slightly larger
than the kitchen. A long dining table ran through the
midst of the room. The pattern of attack indicated
that the table's six giant chairs were not all occupied,
and that the table stood crosswise in the chamber.
Drizzt attacked the two verbeegs on the far left, then
rolled across the tabletop in one smooth motion. A
second door stood on the far side of the chamber (opposite the kitchen door), while a tunnel ran off to the
left.5 After going more than thirty feet, the tunnel
curved slightly.6 The injured verbeeg had lied when it
said that only sleeping rooms lay down the corridor,
but the path actually led almost due north, deep into
the mountain to a small, locked chamber that held
only the scrying mirror through which Biggrin reported to Kessell.7
Beyond the dining chamber's inner door, the main
corridor of the compound wound deeply into the hill.
It was lined with small storage rooms, many of which
were not yet filled. At the far end, the tunnel entered
a "wide chamber, by far the largest they had seen,"
which served as the main barracks." The corridor
continued beyond for a short way to the barred dou-

Carap
Wulfgar was a "barbarian" to the folk of Ten-Towns
and Kelvin's Cairn, and was a member of the nomadic
tribes of Icewind Dale. The tribes had no established
buildings but lived in deerskin tents and often slept in
the open. The lack of permanent structures did not
mean the camps had no regular design, however. This
was especially true during a gathering of the tribes.
At such an encampment, the tents of the seven
tribal kings were raised in a circle in the center of the
gathering, each surrounded by a ring of campfires.1
Other tents of the respective tribes were erected beyond, but many warriors merely slept in the open, so
tents were few. An outer ring of fires surrounded the
camp's perimeter.
At the focus of any encampment was Hengorot, the
Mead Hall.2 The huge deerskin hall was large enough
to seat all two thousand warriors of the gathered
tribes at the trestle tables.3 The hall was sufficiently
long and high to allow the traditional axe-throwing
competitions within, such as the one between Kings
Beorg and Heafstaag before the Battle of Ten-Towns
and the one led by Wulfgar before the Battle of Icewind Dale.4

70
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fsoy^ii /opA f) LP **ar\w 2w

i
lisil

The Verbeegs' Lair and Barbarians' Camp


Troy Banks (order #7058520)

thick at the center, even at its edge the glacier had


sufficient weight to scour solid rock, pushing immense piles of stony till before it. These multicolored
boulders, layered in ice, surrounded the pool. It was
from one such jutting rock that Wulfgar focused to locate the center of the pool. Holding his breath, he
floated with the current that pulled him to the pool's
north edge then forced him into the adjacent ice.3
Evermelt's distance above the plains of Icewind Dale
could have been judged by the depth to which the
channel plunged within the ice behind the moraine.
After Wulfgar's passage through the chute, he
emerged in a wider tunnel high enough to allow a
breath of air. The churning water continued to carry
him through its twisting course until it reached a deep

The Reghed Glacier was the western lobe of the


great ice cap that spanned Faerun north of the Spine
of the World.1 Along its western margin, a minor fault
(related to the mountain-forming processes that
raised the Spine) had allowed meltwater to circulate
deeply in an area warmed by vulcanism and reemerge in a small, warm spring-fed pool called Evermelt.2 The warmth from the pool held the glacier at
bay in a tiny area, so the towering walls of ice that
would have covered the area instead formed a small
dell with the spring at its heart.
While the glacier towered above Evermelt, it also
extended below the warm pool. Several thousand feet
72
Troy Banks (order #7058520)

Sxit tfo/e.

Icingdeath's Lair

open by warmth from the waters had grown smaller.


It was through the largest of these tunnels that the
dragon Ingeloakastimizilian had entered its icy chamber; but the dragon had been unaware of the tunnels'
gradual change until too late and had become trapped
in its own lair.5 If Icingdeath had thought it worth the
trouble, escape was possible. Here, as in the chamber
of the waterfall, the ceiling was close to the glacier's
surface and had caused icicles to form, including a
huge one directly over the dragon. Wulfgar's mighty
throw of Aegis-fang not only dislodged the spike, killing the dragon, but also opened a small hole in the
dome, allowing the barbarian and Drizzt to escape
and return over the glacier to Evermelt.6

and wide cavern with a thirty-foot waterfall, completely within the glacial ice. The dome of the cavern
glowed with sunlight as its peak was only a few feet
below the glacier's surface. The internal melting had
formed icy stalactites, including one so immense that
it formed a column that extended to the floor of the
cavern, allowing Wulfgar to slide safely down. At the
foot of the waterfall, the stream hurried away
through a small chasm that disappeared under a wall
of ice.4
Several dry passages that led from the cavern attested to Evermelt's gradual loss of the battle against
the encroaching glacial ice. The flow of water had decreased over the years, and the passages once kept
73
Troy Banks (order #7058520)

In a bowl-shaped dell in the Spine of the World,


Akar Kessell discovered a crystal shard with great
powers called Crenshinibon. The shard's first great
feat was to duplicate itself. It caused its image to draw
on the sun's power and grew into a tower that filled
the bowl. This became a home to the abandoned apprentice wizard. The shard had been created by evil
beings for evil goals, however, and the shard tried to
use its human master to conquer Icewind Dale. As the
plans and battle forces grew, the demon Errtu (acting
as Kessell's commander) raised a second tower far
east of Ten-Towns, and later a third, Cryshal-Tirith, at
the very gates of Bryn Shander.1
The shard was about one foot long and appeared to be
a four-sided icicle.2 When absorbing energy, it pulsed
with light. The towers that grew from the shard's images were in exact proportion to the shard; yet, until
touched by sunlight, their crystalline walls were almost
black, as was the rubble after their destruction.3
Cryshal-Tirith contained four rooms, each on a different level. As a being from another plane, Guenhwyvar was able to detect the hidden door at the base of
the tower. This door opened into a passage to the
square audience hall in which Kessell met with his
commanders and housed his trolls.4 At the back of the
hall, a spiral stair rose almost to the ceiling. The landing at the top extended ten feet along the wall and was
backed by a mirror. No door was evident, but Drizzt
realized that the tapestry reflected from the opposite
wall was missing a tiny black line that appeared on the
mirror. Touching this opened a door that allowed him
to exit the lower hall.5
Beyond the sliding mirror door, a second stair
climbed to a platform at the entrance of the second
level. Only a curtain of beads separated the landing
from Kessell's opulent harem room. Boudoirs were
curtained off and screens softened the glow of torches.
Large floor pillows lay in the midst of the chamber.6
Slipping through shadows, the drow reached the stair
to the third level, Kessell's throne room.
Dozens of scrying mirrors filled the throne room.7
When Drizzt arrived, the sun was just rising, and the
drow realized that some of what appeared to be mirrors were actually windows. Kessell sat on a crystal
throne across from the entrance. Behind him, in the
shadows, a small ladder climbed to a trapdoor that led
to the top level.*
The highest and smallest room of the tower contained only two things: a mirror and the image of
Crenshinibon (suspended in midair). Light radiating
from the shard's image formed a curtain of energy
across the midst of the chamber, but the curtain was
not impenetrable. When Drizzt cast a handful of flour
over the shard, the flow of energy was cut and the
tower began to crumble. Only the access to Kessell's
"magic mirror" allowed the drow to teleport away after the wizard.9
Cryshal-Tirith was no more. In honor of the valiant
halfling he believed lost in the destruction, Drizzt had
already mentally named the rubble mound "Regis's
Cairn," but thanks to Guenhwyvar, Regis was safe.10

.<*'

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25
74

Troy Banks (order #7058520)

o or

5O

too

Cryshal-Tirith

The Battle of len-ibwns

The bulk of the barbarian force moved south to


Bryn Shander. Once the central city was occupied, the
barbarians could strike at leisure at the remaining
communities.3 Fully aware of the barbarians' plan, the
men of Maer Dualdon lay hidden in Termalaine. When
the small Elk tribe entered, it was overwhelmed.4 A
threefold trap lay in wait at Bryn Shander for the
main host. Inside the city walls stood the combined
forces of Bryn Shander, Caer-Konig, and Caer-Dineval,
armed with bows and hot oil.5 Outnumbered, the
tribe turned back in a rout and found the way blocked
by Bruenor's dwarves.6 "townspeople from all three
lakes then surrounded the tribe. Only fifty tribesmen
survived.7

Battle op
Ten-Tocoos
The tribes of Icewind Dale had often raided the villages of Ten-Towns; but as autumn came and the herds
moved south, the tribes chose to make one massive
thrust in an attempt to occupy the communities then
live off the slaves' labor.1 A traitor from one of the communities revealed his plan of attack. Unbeknownst to
all, the councils were watched by Drizzt, who
promptly informed Bruenor and, through Regis, the
Council of Ten-Towns. Using his magical gem, the halfling convinced his fellow councilmen to form an allianceno easy feat.2 Ten-Towns stood ready.
Troy Banks (order #7058520)

75

The Battle of Icewind Dale

Battle op
Dale

The dawn of day two brought the raising of Cryshal-Tirith. With it came Kessell, eager to demonstrate
his might. With the full power of the crystal, the tyrant focused a beam on Targos, searing the city, then
sent goblins to burn Bremen to prevent escape.9
Drizzt realized the only hope was to defeat Kessell.
Having recognized Errtu, Drizzt called the denizen to
seek information. Errtu forced a struggle in which the
drow managed the demon's banishment. Kessell had
lost his general, and Drizzt had learned the secrets of
Cryshal-Tirith.10
The third day seemed one of inaction. Other than
burning Bremen at dawn, Kessell did nothing. Regis,
the council's emissary, used his magical ruby to manage a delay.11 The dwarves tunneled under the army's
camp, however, while the tribesmen under the command of Wulfgar, their newly crowned king, marched
south to aid the towns. Both forces attacked under the
cover of darkness.12
The fourth morning was the last for Kessell. Drizzt
entered Cryshal-Tirith and cast flour on the crystal,
causing the tower to crumble. When he and Kessell
were teleported to the crest of Kelvin's Cairn, the
beams of the crystal produced an avalanche that buried the tyrant and the shard under tons of snow.13
Without the crystal's power, the monster army became
increasingly disorganized. Gradually townsmen,
tribesmen, and dwarves worked their way to the top of
the hill and stood with their backs to the wall of Bryn
Shander. The three groups then charged. In an hour,
the battlefield was cleared of living enemies.14

Five years after the Ten-Towns citizens faced the


two thousand barbarians, they faced well over five
times that number of attackers in the army of Akar
Kessell, the Tyrant of Icewind Dale.1 Kessell's army included not only ten thousand goblins, but numerous
ores, verbeeg, ogres, trolls, and frost giants mastered
by the power of the Crystal Shard and overseen by
the true commander, Errtu, a demon lord of the
Abyss.2 The shard had even subjugated the tribal
leader Heafstaag, and at the denizen's behest the barbarians would have marched with the tyrant's force.3
Drizzt and Regis warned the council again, but this
time it paid little heed.4
The first day's strike swept through Icewind Pass
against Caer-Konig and Caer-Dineval, and the pyres of
the cities announced the attack across the plain to
Drizzt and Wulfgar.5 With the fishermen on the lakes,
the women, children, and elderly fled toward Bryn
Shandernot only from Konig and Dineval but from
the indefensible city of Termalaine. Seeing that the
refugees would be slaughtered at the gates, a courageous sortie delayed the goblins, then was engulfed.6
Bruenor's dwarves taunted the last of the army, drawing some of the attackers into the valley to be buried
in rock as riggings demolished the cliffs.7 Kessell's
army occupied Termalaine and surged around Bryn
Shander and Targos."
76
Troy Banks (order #7058520)

Luskan

chamber, an entry room that also served as her headquarters, and beyond, a sleeping chamber with privacy screen and dressing table.7
Although Luskan was far more populous than Bryn
Shander, it covered little more area. Instead of TenTowns' low buildings, Luskan's structures were even
more tightly packed, stood two and three stories
above ground, and were delved below ground as
well.8 Five "high captains" named Taerl, Baram, Kurth,
Suljack, and Rethnor formed the city government,
and each was housed in a suitably large fortresslike
dwelling.9 The true force behind all the power of the
city, however, resided in a single structure: the Hosttower of the Arcane.10
The Hosttower was said to stand in the very heart of
the city, but it took Jierdan nearly an hour to guide Entreri and Catti-brie from the stable inside the North
Gate to the pines that lined the green at the tower's
base." Expansion outside the city walls on the north
side of the River Mirar, however, gave a slightly different meaning to "heart" than just the area witliin the
walls. The Hosttower was set apart from the lowly
bustle of the piers. What could be more appropriate
as the heart of the city than the isle that stood in the
mouth of the River Mirar?12
The Hosttower of the Arcane was obviously of magical construction and was unique in all the Realms. It
appeared to be a tree of stone. A central spire served
as the trunk, with four lesser spires curving out like
oak branches in the four cardinal directions. All stood
equally high. Each spire housed the mage controlling

The largest city near Icewind Dale was Luskan, the


City of Sails. Sixteen thousand humans were housed
in the walled city, a number that amazed the inexperienced Wulfgar.1 The companions arrived at the walled
city at the North Gate, "a single iron-bound door set
into the stone wall between two short, squared towers," with room for a dozen guards on the parapet
over the portcullis.2 The travelers were directed to
" 'Keep to the wall. . . The last lane holds the Cutlass.' "3
The inn called the Cutlass lay on Half-Moon Street
(the lane just before the docks) in the roughest part of
town.4 The main floor was almost filled by the tavern
area, a single open room with the bar angled across a
corner opposite the door, with wine racks against the
wall behind. An open stair led to the rooms above. So
few visitors were allowed in Luskan that the Cutlass
was only one of two inns available, but most of the
rooms served as a festhall rather than as mere sleeping chambers.5
Bruenor's goal in Luskan was a contact named
Whisper, who could be met in Rat Alley. The alleyway
lay fairly close to the Cutlass but was far enough
through the maze of alleys to take some time to find. It
paralleled the seaside docks, wedged between warehouses, and was so piled with crates that at some
points. Whisper had accomplices in windows and behind a low secret door, ready to ambush Bruenor and
Drizzt.6 She had meanwhile disappeared through an
almost hidden sewer drain that led to her secret
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77

The Cut/ass

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his or her respective direction, his or her staff, an audience hall, teaching rooms, conjuring and meditation
chambers, laboratories, and storerooms. Above the
ground-level entry room, the Archmage occupied the
chambers of the central spire while the four mages in
the line of succession ruled the lesser spires."
Dendybar the Mottled, current overseer of the
north quadrant (including Icewind Dale) served as
Master of the North Spire.14 It was in the north spire
that Akar Kessell had apprenticed under Morkai the
Red, before Dendybar tricked Kessell into murdering
his master.15
The north spire was typical of the design of the other
three spires. The audience hall of the master could only
be reached after passing through twisting corridors
and secret doors, full of magical traps.16 In an even
better-protected location, Morkai had created the conjuring chamber to which his own specter was summoned by his successor.17 Dendybar's private rooms lay
in an upper level of the spire, reached by a private corridor from the center of the spire. The room of a lesser
mage, Sydney, occupied the space below the master's.
Her small chamber held little more than a bed and the
scrying mirror through which Sydney learned of the
companions' arrival at Longsaddle.1*

78
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Sites of Luskan

1
< Sleeping
H H Scruinq

^ Conjuring

I
I

> Alchemy
.1 Meditation

zs so rs XPW izs
Longsaddle

A rail fence appeared to surround the hillock compound, but it was in fact an invisible wall with the
fence painted on its surface. Only the third post left of
what appeared to be a gate was real, and the actual
gate was by that post.3 Tb reach the stable, the companions passed alongside the mansion and crossed
the strange stream that climbed the hill, became momentarily invisible, then flowed downhill on the other
side. A bridge with a reverse gravitational field beneath provided a path to the farm buildings via the
"underbridge" and a return via the "overbridge."6
The hodgepodge construction of the Ivy Mansion
had resulted in innumerable strange angles in the
walls and roof, dozens of spires with no two alike, and
thousands of windowsfrom tiny slits to huge openings.7 Inside, the companions' tour revealed a dozen
alchemy shops, scrying rooms, meditations chambers, and conjuring rooms. They were given sleeping
rooms and later talked with the eldest Harpell,
DelRoy, in his small chamber. The most memorable
room was the Fuzzy Quarterstaff, an innlike common
room.' The Fuzzy Quarterstaff was round, with
round tables and a round bar surrounding the round
kitchen in the middle. A stage full of wizard-directed
instruments played near the "rear" of the room, and a
cheery hearth blazed while the companions visited
with the Harpells and their friends.9

Loogsaddle
Longsaddle was a small village in the midst of a
farming and herding area. Its valley was a quiet, wellordered haven between the Crags and the Evermoors. Only one hundred thirty people lived within
the village, though another eight hundred occupied
dwellings in the surrounding countryside. The village
mainly served the rural area, so there was a farm
market that sold food, a bell-caster for cows and farm
homes, a stirrup-maker to service saddles, and a small
inn at which the workers could gather.'
Longsaddle held something not common among rural villages, however: a family of wizards called the
Harpells. Generations of Harpells had spent their lives
at the hill of the Ivy Mansion, each adding to the inventions of those before him. Still, only three buildings were present. Two appeared to be ordinary, low
farm buildings, but that was hardly the case. The
smaller served as a stablebut of miniaturized animals kept in cages stacked to the ceiling.2 The second
was an experimental farm, where other magically reduced animals grazed in the open central area.3 The
third building was a carefree collage of ideas and experiments added to by each Harpell in succession.
This was the Ivy Mansion.4

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79

Holdfast

Silverymoon is the largest inland city of the northwest, and it is economically, socially, and architecturally unique. The city is home to many schools of
knowledge and wizardry and holds one of the most
extensive libraries in the north, called the Vault of the
Sages. The focus on knowledge has given the city a
reputation of accepting all races.1 Willingness to try
the untried has also given the city's buildings unusual
appearances. The many spires rise from structures
that differ as much from each other as from those
commonly found in other cities.2
The Icewind Dale companions (and their pursuers,
who had arrived a few days earlier) came to the south
end of the bridge crossing the river Rauvin. This was
the invisible Moonbridge. At the foot of the bridge
stood a guardpost.3 The pursuers were admitted to
the city and found lodging near the center, at the Inn
of the Wayward Sages, one of many inns available."
Drizzt was denied entry to the city, however, and the
companions camped a few hundred yards downstream from the guardpost.5
At the time of the quest for Mithril Hall, Silverymoon lay entirely on the river's northeast bank, and
the great Vault of the Sages stood east of the marketplace, in the city section that housed almost all of the
temples, houses of knowledge, and governmental
buildings. In the decade following the quest, Silverymoon continued the growth that had begun a century
earlier and expanded to the southwest bank of the
Rauvin. During that time the great library was moved
to new, larger quarters, and new city walls were constructed to protect the expanded area.6 This was not
the first such expansion of Silverymoon. Helmer's
Wall, a tavern, had once been a gate in the most ancient city wall. When the wall was razed, a major
thoroughfare was feasible.7
At the time of the quest, a wall stood along the bank
of the Rauvin, behind the docks, with the main gate of
the city at the foot of the Moongate.' Bypassing the
city, the companions had crossed to the river's north
bank and were heading west through the foothills
when they were sensed by the golem Bok.9 As the golem tried to reach Sydney, it bypassed the guardpost
at the foot of the bridge, walked across the river bottom, and punched a hole through the city wall downstream from the gate.10

Troy Banks (order #7058520)

From Silverymoon the companions followed the advice of the High Lady Alustriel and journeyed a day to
the west. Along an unmarked path that went north
from the River Rauvin, they crossed over a bluff and
entered a dell that held a squat stone tower so ancient
and ivy-grown that it was discernible only to those
who knew where to seek it. This was the Herald's
Holdfast.1 It was the repository of the history and artifacts of the races of Faerun, kept by Old Night, one of
the five high heralds of the Realms.2 Here, if anywhere, there should have been some hope of learning
the location of Mithril Hall.
The huge moss-covered stone door was smooth
with age and swung freely inward when touched. A
cylindrical room filled the entire tower and was
lighted by a soft blue glow. This was the Chamber of
Man. Weapons and armor from every age lined the
walls. Above them, banners and crests of forgotten
kingdoms were interspersed with intricate tapestries
displaying historical scenes. Overhead, carved into
the rafters, were bas-reliefs of human heroes and heroines of the past. The Chamber of Man was the largest
in the Holdfast save the enormous library.3
The herald entered the chamber through a wooden
door opposite the stone entrance and beckoned the
companions to follow deeper into the Holdfast. The
passage was delved into the steep hill against which
the tower was set.4 Other chambers lined the corridor, "one for each of the goodly races, and even a few
for the history of ores and goblins and the giantkind."5
Each was designed in the same manner as that of mankind; later, when the companions bore Bruenor to the
Chamber of the Dwarves, he lay in the midst of a circular floor surrounded by dwarven-sized suits of armor, axes, and warhammers and was looked down
upon from the rafters by his deities and heroes.6
At the far end of the corridor Old Night led the companions into a room with a huge, round, rune-covered
table. After dining, they were guided through a final
door into the largest room of the holdfast: the greatest
library of the North. This treasure trove exceeded
even the Vault of the Sages in Silverymoon. Lining the
walls and piled on the many tables, large and small,
were countless volumes. On a small table off to the
side Old Night had placed the only reference that
seemed to hint at the location of the companions' goal:
Mithril Hall.7

80

Sitverymoon and the Herald's Holdfast


Troy Banks (order #7058520)

Lower

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tlestone, it wound its way toward Fourthpeak, dodging ravines and boulders and picking its way up
mountainsides. As the pursuers passed over a
boulder-strewn mound, just before entering a thick
dell, Entreri saw Bruenor climb out of brush onto the
facing slope far ahead. Entreri estimated that his
party could catch the companions before they got
around the side of the mountain.3 He did not reckon
with Catti-brie, however, for she goaded Jierdan into
following Entreri, knocked out Sydney, then, with
Bok following close behind her, started a rockslide
that buried the golemall quickly enough to see the
route taken by the companions.4
A few miles up the trail, Bruenor stood at the lip of
Keeper's Dale, hundreds of feet above the floor of the

| | M i t b R i I Hall
As the companions learned at the Herald's Holdfast,
the hidden path to Mithril Hall began at Settlestone,
known now as "the Ruins." The dwarven village was
above ground, something "Rare these days and unheard of back in the time of Mithril Hall."1 Built to last,
the structures of Settlestone were "Like giant houses of
cards, great slabs of stone . . . cunningly laid together."2
Tbe Patb
After camping in the village, the companions left before dawn, following the elusive trail. Although the
path entered the hills of the mountain closest to Set82
Troy Banks (order #7058520)

Mithril Hall

gorge.5 He moved about on the path until the peaks to


the west were aligned. He chanted:

Five hundred to the left, then a hundred more,


The hidden line of the secret door.

Three peaks to seem as one,


Behind ye the morning sun.

Given the dwarve's short legs, six hundred steps


would have measured about fifteen hundred feet.
Passing through the monoliths (ancient even before
Mithril Hall was settled), Bruenor neared the hidden
door. Its secret command word, though, had faded,
and the door remained concealed.10 Dusk fell with the
door still hidden." When Aegis-fang's magic revealed
the door at dawn, the companions entered Mithril
Hall.12

Only from that location was the top of the stair visible,
for it followed a discontinuity, where one rock type
met another, and the change of color camouflaged the
steps.7 The narrow stair descended in one sweeping
fall to the right.8 Bruenor had estimated a half-day's
climb from Settlestone, and it was still morning when
the descent to Keeper's Dale began. It seemed hours
before they reached the floor of the dale, but at the
base of the stairs, Bruenor continued on:

Troy Banks (order #7058520)

Tbe Hall
The stone door closed behind them as the compan83

reach the companions.27


Meanwhile, Bruenor had led Wulfgar, Regis, and
Catti-brie from the oval chamber to huge natural caverns called the Halls of Gathering.28 There they saw
duergar, who had ascended one of the passages from
the lower levels; but the companions continued unseen.29 Despite his hope to reach Garumn's Gorge in an
hour, Bruenor paused at an ornate metal door. In spite
of both magical and physical traps, the Hall of Dumathoin had been plundered, for the dragon Shimmergloom had gashed the far wall from one of its
passages beyond.30

ions entered the hall. The chamber was the site of the
final battle that Clan Battlehammer had waged against
the duergar in an attempt to retain the delve that had
been the clan's home for three dwarven generations.13
The ever-burning torches of the passage beyond lit the
hall, revealing the remains of Bruenor's father and
grandfather, propped back-to-back. Bruenor bore
these into a side chamber, where he donned his ancestral armor.14 Thus clad, the Eighth King of Mithril Hall
began his trek across the top level of his former home.15
Mithril Hall had three primary levels. The upper
was designed for visitors, invited and uninvited.16
Those who knew about the entrance were provided
guest rooms near the entry hall, could meet with the
entire clan (ten thousand strong) in the Halls of Gathering, and were shown the most revered treasures in
the Hall of Dumathoin.17 Reaching those locations required a guide, for the passages were a maze. Even
the potion that restored Bruenor's memory did not
provide total recall, and much time was spent backtracking.1" To enemies, the passages were even more
dangerous. The corridors close to the west entrance
were lined with alcoves and traps, and the ones leading to Garumn's Gorge were dwarf-height.19 In the
center of the level, the maze became a single passage
that was also part of the defense, with "Ten doors on
the down slope . . . and beyond the ten, ten more going up . . . and between the center doors, a passage to
lower levels" which was covered by a barred trapdoor in the floor of an oval chamber at the center of
the top level.20 There, almost a day's walk into the
great city, the companions would have rested were it
not for their pursuers.21
Hot drafts rising around traps even in the more
western corridors had warned the companions that
furnaces in the lower levels were in use. They resolved to stay on the upper level.22 In the attack at the
oval chamber, Entreri and Drizzt fell through a trap
and slid into "a steep and twisting chute" that carried
them deep into the mines.23 They followed a long, upwardly spiraling tunnel for more than two hours. As
the slope increased, both light and noise grew, and
they found themselves at the top of a wide gorge: the
undercity of Clan Battlehammer, now occupied by the
duergar Clan Bukbukken.24
The undercity was the primary forging and machining area of Mithril Hall.25 The walls of the chasm were
carved in ledges, like a series of gigantic steps with
ramps arcing down between levels. Homes for ten
thousand were delved into the walls. Left of the entrance where Drizzt and Entreri stood, a bridge
arched over the gorge to an exit on the far side. The
only other path was through the hordes of bustling
duergar.26
Passing stealthily over and out, the two encountered a lone duergar who directed them toward
"Shimmergloom's Run" via the first passage on the
left. In spite of the duergar's fear, he had craftily misdirected them. The dwarf was able to call help and
speed ahead of the two using a less winding parallel
passage, while sending Drizzt and Entreri down a
path toward the dragon. They were so far below the
bridge level that they had to scale many feet of cliff to

Tbe GoRge
Bruenor soon reached a secret door that opened to
a passage branching left. It led to a bridge across the
gorge but was blocked by a portcullis that could only
be opened using a winch located "half a day's walking
. . . the other way."31 Beyond the portcullis, steps descended to a guardroom. Backtracking through the
door, Bruenor led on through the original route. After
a final curve, it ended on a balcony overlooking a
carved passage, with steps descending twenty feet to
the guard anteroom.32 Bruenor sent Catti-brie back to
fell the bridge sentries with arrows shot through the
portcullis, then led an all-out attack on the duergar in
the anteroom.33 Sydney and Bok attacked soon after
the duergar were routed, but Bok was forced into the
gorge and Sydney was killed.34
When the dwarves delved too deeply, Shimmergloom entered the mines from the Plane of
Shadows. In the lowest point of the mines the dragon's lair lay, "an immense cavern of uneven and twisting walls pocketed with deep shadows, and a ceiling
too high for the brightest light to find."35 A passage
gave access to the great undercity, for the dragon had
routed most of Clan Battlehammer alone, but from
the back of the lair a secret tunnel led to the dragon's
only access to the upper levels: Garumn's Gorge.36
Shimmergloom's tunnel entered the gorge far below the ledge outside the anteroom. The dragon skimmed through the lower cavern level, turned at the
widest point, then shot under the bridge while rising
to Bruenor's ledge.37 Catti-brie retreated with Wulfgar
into a nearby chamber to the right of the anteroom.3*
As Drizzt climbed faster, Entreri forced him onto a
ledge.39 Bruenor rushed into the anteroom for a
weapon, and found a keg of oil in the curtained storage area.40 Soaking his cloak with oil, he jumped atop
the dragon, poured the remainder over the scales,
and set Shimmergloom aflame.41 The dragon fell to the
depths of the gorge, its pyre visible from the ledge a
thousand feet above.42
The trauma was not yet complete, for Entreri had
scaled the last few feet, captured Regis, and crossed the
bridge. By the time Drizzt reached Wulfgar and Cattibrie, the assassin released the bridge rigging, destroying the only easy way across the gorge and forcing the
companions to edge along the narrow southern ledge.
Finally they reached the eastern exit high above the
River Surbrin.43 They departed, thinking Bruenor
dead; but miraculously he had survived, escaping at
last up a chimney that vented on Fourthpeak.44
84

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Troy Banks (order #7058520)

Sites of Mithril Hall

Wood
Due west of Longsaddle, at the eastern edge of
Neverwinter Wood, stood the Tower of Twilight, the
abode of Malchor Harpell.1 Drizzt and Wulfgar left the
immediate pursuit of Entreri, hoping the help gained
from Malchor would prove worth the delay, as indeed
it was.2
The enchanted Tower of Twilight rose from an island in a small pond, but it was invisible in sunlight. As
the light faded, the tower appeared. An emerald
green bridge spanned the water to the island, leading
to an equally green tower with sparkling, twisting
spires.3 No door was visible, and the apprentice mage
who greeted the two friends appeared to pass
through the stone wall. It was actually an extradimensional portal.4
Upon entering, the visitors discovered a wide circular chamber lined with stalls for steeds along one wall.
A corridor from the chamber gradually arced along
the tower's inner circumference, its incline growing
more steep and its circles more tight as it wound its
way to the top.5 Malchor's study occupied the main
upper level, its door opening directly from the spiraling corridor; yet, the passageway continued to serve
the turret chambers. 6 At a slightly lower level was the
dining room.7
Before the companions retired to one of the tower's
sleeping chambers for the night, they were led on a
tour of the tower. Finally they passed from the main
corridor into an intersecting passage in the second
level. Opening a heavy door, they entered a treasure
trove: Malchor's Museum.8 From a cabinet opposite
the door the wizard took the magical horseshoes that
allowed Drizzt and Wulfgar to reach Waterdeep in
only two days' time, and from the weapons rack he
gave Drizzt the elven scimitar "Twinkle."9 One of the
great aids Malchor offered was not in his possession,
however. It lay in Agatha's Lair.10
Agatha, the banshee of Neverwinter, had amassed a
fairly large treasure hoard, including a magical mask
that could alter a person's features, and did so for
Drizztall except his lavender eyes." Agatha's Lair
could be reached from the farming village of Conyberry by passing only a few hundred paces down a
twisting path into the dangerous wood."
The lair was small, a mere dome formed of tree
branches. It could be entered only by crawling
through a small hole at the base.13 The dome was
stronger than it appeared, for the branches were supported by a mesh of netting that trapped Aegis-fang
when Wulfgar tried to open a larger passage.14
Agatha's major defense of her treasures was a maze
of illusionary mirror images.15 The maze contained
only one real mirror, creating half of the mazea reflection of the magic mirror spell Agatha cast over the
other half of the lair. As Drizzt crept along just left of
the door, he could see the mirror across the chamber,
reflecting Wulfgar as he entered the lair. On Wulfgar's
second cast of Aegis-fang, directly across the fire, he
broke the mirror.16 Behind the mirror stand was another opening: the doorway to the treasure room.
Drizzt had reached the magical mask.17

Medttat/o*

Observation
Chambers

'feeping, Study
Chambers
Mafchor's
lab

/tamp to
Upper' Levels

86
Troy Banks (order #7058520)

Neverwinter Wood

1000

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Baldur's Gate

Oberon, a powerful wizard loyal to Pasha Pook.5 The


peak of the home's tower rose high enough above the
city for Oberon to watch the Sea Sprite sail from the
docks below.'
Baldur's Gate and the low land along the river grew
with the sea trade.7 Every available space was packed
with buildings and homes. The port's growth was encouraged further by the expansion of markets in Amn.'
One of the most important administrative buildings
in the city was the office of the harbormaster, who
oversaw the "extensive docks."8 The small office affirmed the tightness of space and low level of quality
of the city.'0 At this office, Entreri left Drizzt a gift (one
of Regis's fingers) and an invitation to meet Entreri in
Calimport."

Gate
"Halfway to everywhere," Baldur's Gate was a regular port of call for those sailing between Waterdeep
and Calimport.1 The city was fifty miles up the River
Chionthar, where the Trade Way from Waterdeep
crossed the wide channel and both Entreri and his
pursuers, Drizzt and Wulfgar, visited it.2
Baldur's Gate was essentially two cities: the permanent and the transient. The settlement originally had
been a walled city atop the bluffs, broken only by a
north gate to the Trade Way and a south gate to the
docks.1 That portion of the community held the
stately residences of important citizens and other major structures.4 One such structure was the house of
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87

"De greatest city in de world, dis be!" proclaimed


Sali Dalib, the companions' reluctant guide from Calimport.1 It was, indeed, the largest city of the Realms,
with a population of more than two million.2 Tb the
friends from Icewind Dale, used to the wide vista of
the open tundra or the well-ordered, meticulously cut
tunnels of Kelvin's Cairn, the city seemed to be an
open sore on the windswept desert landscape:
squalid, crowded, and evil-smelling.3
The city of Memnon had appeared to the friends as
"a vast refugee camp . . . [with] no apparent design or
structure," in which streets "were any way that was
not blocked by homes .. . and the streets themselves
served as homes for many people."4 Calimport, larger
than Waterdeep and Memnon combined, looked
merely like a grossly enlarged version of the latter.5
No wall surrounded the city, but one large enough
to have several gates did separate the dock area from
the city properprobably more to protect the ships
from the rabble than from outside forces.6 One section of the harbor was reserved for the city's enormous armada.7 Another large number of piers was
jammed with hundreds of trading ships, such as the
one in which Daryth reached the Moonshaes.8
It was only natural that a city of such immense size
would also lay claim to other records. Accordingly,
Calimport manufactured and sold nearly everything
imaginable and available in the Realms. It had the
greatest number of private libraries (and the large
number of sages such resources attracted), and many
of the most spectacular temples in the Realms (such as
the Plaza of the Divine Truth).9
The growth of such a vast city could never have resulted in total dedication of any portion of the city to a
given activity, yet some natural groupings developed:
the dock quarter, temple and learning quarter, craft
quarter, and market quarter.10 All had relatively fluid
borders, however.
There was incalculable wealth in Calimport, wealth
associated with many sources, so any type of function
was able to boast great structures. As the companions
looked out over the city, the divisions of wealth were
blatantly obvious: great buildings scattered about
towered over the driftwood, adobe, and skin-covered
shacks and hovels huddled all around them.11
The goal of Entreri, and hence of his pursuers, was
found on Rogue's Circle near the heart of the city,
more than an hour's walk from either the docks or the
Trade Way, near the Calim Desert.12 Halfway down
Rogue's Circle, the companions took rooms at the Spitting Camel inn." At the far end of the roadway stood
their goal, the thieves' guildhall, ruled by Pasha
Pook." Knowing the frontal attack should be avoided,
if possible, they were quick to seize the suggestion of
the street-wise Dondon. They would take to the
sewers.15

Troy Banks (order #7058520)

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Troy Banks (order #7058520)

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Given the disorrganized pattern and often even absence of streets in Calimport, the sewers may well
have been a better route for those who knew the secrets of their paths. For the novice, however, they
were a maze. Complicate this problem with pursuit
by more than a score of followers familiar with the
maze and one can glimpse some of the difficulties the
companions faced as they tried to reach the guildhall.
At Drizzt's suggestion the friends waited until night
to enter the sewer grate in the alley by the inn.1 When
they realized the grate had been locked from inside,
they knew the tunnels were occupied.2 The sewers
were designed to carry off the sudden floodwaters
that rose in the desert area, and the tunnels were high
enough that only Wulfgar had to duck his head.3 The
tunnel they entered meandered, broken by side passages that opened every few feet.4
At an intersection, Bruenor spotted wererats down
one passage.5 Drizzt, in the lead, had already passed
into the main tunnel when Wulfgar and Catti-brie followed the dwarf to pursue the wererats. While Drizzt
battled two attackers, more poured into the intersection and cut him off from the others. He tried to find a
cross-tunnel back to them, but each corridor he entered had already been blocked by the wererats going
down parallel tunnels. He realized he was being
herded.6 Finally he reached the only pathway open to
him, a side passage going opposite from the way he
needed to go.7 He formed a globe of darkness in defense but was forced back into the tunnel to find a
dead end that held a deadly, omnivorous sundew.
Drizzt rushed toward the monster.8
After Bruenor's group defeated the wererats it returned to the intersection and continued along the
main sewer passage, hoping to locate the draw. Instead they found the door to the guildhall. From a hidden cubby above the door Entreri watched as they
retrieved another of Regis's fingers. Enraged, Wulfgar
slammed through the door of the guildhall and was
trapped inside by an automatically released portcullis.
Bruenor and Catti-brie could only retrace their way
through the sewers, and Wulfgar had no choice but to
continue through the guildhall. The assault was on.9
Meanwhile, Entreri, intimately familiar with the
sewers, reasoned where the drow might have been
forced. Arriving in the blind passageway, he found his
rival with the sundew. But it was the deadly Drizzt
who was alive, not the sundew, and a duel began. The
noise led Bruenor and Catti-brie to Drizzt just as Entreri retreated beyond the globe of darkness.10 The
drow raced along Entreri's path until he reached a
tunnel with a grate into the street near the guildhall.
As Drizzt paused in the moonlight, Entreri burst out
of a side passage.11
When Bruenor and Catti-brie arrived, Entreri raced
up a ladder and through the grate. After a brief continuation of the duel in the street, the injured assassin
left the drow to the mercies of the gathering crowd.
Drizzt started to pursue but realized he must rescue
Regis and Wulfgar from the guildhall. It was time to
enter Pook's Palace.12

Crate
Attac/f
hferefats

/so

The Sewers

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Troy Banks (order #7058520)

Wulfgar found, a challengera hydraleft by Entreri. The door from that room was hidden behind the
screen.10 The third room held several chairs and a table for playing cards but was otherwise empty.
Wulfgar realized he was under the guildhall. A side
door from that room led to the thieves' quarters, allowing them convenient access to the sewers."
Wulfgar's progress to the great stairway was considerably more convoluted than Entreri's, though, given
a choice of directions, the barbarian invariably
plunged straight ahead. From the third of the chambers a corridor slanted upward to near street level. At
its far end were three doors. The one directly ahead
opened into an octagonal guardroom. Wulfgar broke
through the locked door directly across from the one
through which he had entered the guardroom, and
found himself in a huge meeting room surrounded by
dozens of smaller conference rooms and living chambers for the higher echelon members of the guild.12
A short flight of steps from the meeting hall led
Wulfgar to Pasha Pook's art galleries. Display walls
formed a maze of corridors and open chambers containing Pook's treasured collection of paintings and
sculptures. At last Wulfgar found himself in a highceilinged theater, where command performances
were given for the guild by visiting entertainers. Intricately carved pillars lined the walls of the room and
supported a balcony. Both the main floor and balcony
were lined with rows of chairs. A gigantic chandelier
with thousands of candles was suspended over the
center of the theater. In an attempt to hold off the pursuing ratmen, Wulfgar sped up the stairs to the balcony but learned there was no exit there. In spite of
Wulfgar's felling of the chandelier with Aegis-fang,
the ratmen were only forced back when the other
companions arrived to assist him."
Bruenor discovered a short corridor that led from
the theater. Behind a tapestry concealing an alcove
they found a quaking thief who directed them "Up . . .
Pook's rooms. All the way up."14 After passing through
several more rooms, the companions reached a landing surrounding a great stair. The stairwell was so
large and open that one could stand at the top and see
the levels below. "Broad and lavishly carpeted, with
ornate banisters of shining hardwood, it could only be
the ascent to the chambers of Pasha Pook."15

Palace
From Rogue's Circle the thieves' guildhall was an unimpressive wooden warehouse with no terraces or
balconies and only a few windowsall barred or
boarded over. Its unpretentious but iron-bound double doors were watched by as few as two guards, disguised as vagrants.1 The guildhall's shabby
appearance, however, concealed its hidden treasures.
Although most of the structure truly was warehousing for the guild's ever-changing inventory, the opulence of the living areas "rivaled the palace of
Calimshan's ruler himself in riches and decor."2 Pasha
Pook, the guildmaster, even furnished his audience
chamber with a throne.3 This truly was "Pook's Palace."

Tbe GcrilohaJJ
There were three stories above ground and two below in the thieves' guildhall. It was in the lowest level
that Pook ordered Regis placed. Tucked away under
the foot of the great stair from Pook's chambers was a
special dungeon, the Cells of Nine4:
The Cells of Nine were so named because of the
nine cells cut into the center of the chamber's floor,
three abreast and three long. Only the center cell
was ever unoccupied; the other eight held Pasha
Pook's most treasured collection: great hunting
cats from every corner of the Realms.5
The circular center cell could only be reached by
means of a rope that passed over the pulley in the ceiling directly overhead. After the rope had been tied
around Regis's waist, the halfling had to walk along
the four-inch-wide top of one of the twenty-foot-high
walls that separated the cells. Each wall was ten feet
long. Once lowered into the cell, the halfling had to
stand in the exact middle, for if any part of him came
within reach of the cats beyond the bars, he could be
fatally mauled. There was no rest for Regis there.6
Two entrances accessed the guildhall: the doors
from Rogue's Circle and the door from the sewers.
The street doors opened outward. Behind them, a
stairway descended to the first below-ground level/
which held the barracks, mess hall, entertainment
rooms, and supply rooms for the guild's rank and file,
and for the ratmen that Rassiter had stationed there
as guards." After Entreri entered the level with Regis,
he passed through several commons rooms, descended more steps to the lowest level, then began the
climb up the great spiral stair to Pook's chambers.9
The door through which Wulfgar charged also was
in the first below-ground level, for the sewers would
not have been deeper than that. Wulfgar found himself in a series of three rooms, each blocked by a door
and an iron portcullis. The first chamber was a small
square, empty except for the two torches in sconces
on the side walls. The second room stood at right angles to the first, forcing Wulfgar to turn to the side to
continue. To the right of the door a floor-to-ceiling
screen blocked the near side of the room concealing,
Troy Banks (order #7058520)

Pook's Peotfcjoase
The middle of the top level of the thieves' guildhall
was filled by the penthouse complex of the guildmaster.16 Some of the few windows of the building were
present in this section.17 The central audience room
was octagonal, and in addition to the main door from
the landing, four lesser doors led to the harem room,
lieutenant's room, treasury, and Pook's private quarters.18
The lieutenant's room in the southeast had formerly
belonged to Entreri, but in the three years of the assassin's quest for Regis, the guildmaster had instead
installed the wizard LaValle. Upon Entreri's return,
Pook ordered the summoning of carpenters to design
a sixth room, to be inserted between the harem room
and LaValle's chamber.19 No other location would have
91

been feasible in the area, for the windowed walls defined the front and back faces of the guild warehouse,
and the great stairway filled the remaining space. The
previously unoccupied portion would have given
Pook private access to the rest of the top level of the
warehouse.20
The audience room was ornate but sparsely furnished. No visitors ever sat in this chamber. The guildmaster, however, was comfortably ensconced in his
overstuffed throne on a low platform opposite the
main door.21 The throne was designed for more than
sitting; Pook had not risen to such power by being
careless, and he had concealed in the back of the
throne his weapons of last resort, including a crossbow."
LaValle's room was small, a mere sleeping room
with a small work table containing a crystal ball and a
tiny, curtained closet in which he had installed Pook's
most powerful magical possession: the Taros Hoop.23
At dawn, unaware of the impending onslaught of the
companions, LaValle rolled the Taros Hoop into the audience chamber and called Pook to watch as the wizard retrieved Regis from the plane where
Guenhwyvar had taken the halfling. The mighty relic
was already in place to use for viewing the companions as they progressed through the guildhall. It took
only a moment at Pook's behest for LaValle to arrest
that progress. Summoning the power of the Taros
Hoop, the wizard abruptly transferred the four
would-be rescuers to the dread plane of Tarterus.24

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Troy Banks (order #7058520)

Poo

( Regis
Drizzt.fimenor* f&6

Troy Banks (order #7058520)

The Plane of Ikrterua

TaRteRcis

When Regis suddenly appeared on a nearby bridge


and tossed LaValle's scepter to his friends, Catti-brie
dove to grasp it and fell." Full of despair, the companions began their hopeless trek along the bridges. Possessing the scepter, Drizzt used its magical aura to
guide him to the portal that it held open to the Prime
Material Plane.7 Bruenor suddenly realized that his direction-tuned senses indicated they were climbing,
while his eyes revealed that the bridge they had left
curved overhead. The gravity of the plain was heavier
than that to which they were accustomed. Apparently
it was also distorted, making the plane seem directionless as well."
Tb the companions' joy, they made one more discovery about Tkrterus: it was round. Just as they reached
the light marking the portal to their own world, they
spotted a figure high overhead, Catti-brie, falling."
Given time, strength, and good fortune, they eventually escaped Tkrterus and destroyed both the Taros
Hoop and its scepter so that neither could ever again
be used to submit victims to such evil.10

of

The Taros Hoop, belonging to Pook, master of the


thieves' guild of Calimport, could be used to view and
transport beings to and from other locations in the
Prime Material Plane, as well as other planes of existence. ' It could be used directly or indirectly as a portal, so the companions were transferred elsewhere
without their even being near the artifact.2
The "elsewhere" LaValle selected was the plane of
Tarterus.3 Its only visible features were the clouds of
black smoke that whirled and eddied to reveal hundreds upon thousands of twisting, spiraling bridges
none more than a few feet wide. Bridge seemed to
lead to bridge, with no land in sight.4 Even more omnipresent were the inhabitants of the plane, "a batwinged creature, doglike, but with a face grotesquely
and unmistakably human," some of which were ten
times human size. These demodands immediately and
constantly attacked the companions.5

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Troy Banks (order #7058520)

Pant Foam
The WesteRQ Hearztlands

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Troy Banks (order #7058520)

Troy Banks (order #7058520)

easily marketable productsgems and ores. The


northern mountains were extremely rich. The most
famous stones were the Galena Mountains' bloodstones, and, predictably, the lure of swift wealth drew
highly undesired attention.6
The area just south of the mountains was only
slightly less wild and dangerous. As was often the case
elsewhere, dragons, ores, and other monsters made
abodes in the ranges and so were a constant threat to
nearby settlements. One city that fell prey to the monsters' overpowering numbers was Phlan, on the north
shore of the Moonsea. Gradually people attempted to
regain the lost city and reextend their control.7 They
occasionally were assisted by extraordinary feats
such those of Shal of Cormyr, Tarl, and Renwho not
only achieved each of their personal quests but banished the evil power that had affected all three.8
Other cities along the Moonsea also harbored evil.
On the south shore, Yulash was ruined but not
empty.9 Zhentil Keep was so full of power-seeking factions that Bane, the God of Strife, selected it above all
other sites to serve as home for his avatar.10 Even Myth
Drannor, deep in the heart of the Elven Court, had
been overwhelmed by a monstrous army and subsequently abandoned by the elves. It stood only as a dangerous and enticing ruin, its entryways guarded by
the Knights of Myth Drannor, who attempted to warn
the foolhardy."
In contrast to the deadly serious power struggles
along the Moonsea, the lives of those farther south in
Cormyr, Sembia, and the Dales seemed almost mundane. Yet ordinary lands could and did conceal extraordinary people. A simple innkeeper's foster
daughter sought her fortune elsewhere and discovered she wielded a deadly power worthy of Elminster's training. An apprentice mage from Cormyr, a
young cleric, and a former thief, each seeking to
avenge a death, helped cleanse evil from ruined
Phlan. A woman who seemed partially amnestic
learned that she, too, had unknown magical powers,
and after guidance in Shadowdale continued on to unwittingly awaken, then destroy, an ancient god.
All these ordinary yet extraordinary folk were
known of in Shadowdale, but none were as important
to the Realms as the strange foursome that arrived
just in time to help defend that famous dale against
Bane's army. Their fame came not from that battle,
however, but from a whole series of events during the
Time of Troubles, in which they were caught up in the
titanic struggle of the outcast gods. From Arabel to
Shadowdale to Tantras to Waterdeep, the four were
drawn almost unwittingly along a path that would
help change the cosmography of all Faerun.

Lands
Sbadocodaie
Thanks to Elminster the Sage and the many harpers
and other wanderers who were drawn to this locale,
much of the news of the Realms was known in
Shadowdale; but, as with anywhere, the best-known
tales were those that originated nearby, in the lands of
the Sea of the Fallen Stars, also called the Inner Sea.
North of the Inner Sea and along the Dragon Reach
lay a group of "civilized" lands with relatively stable
economies. Cormyr and Sembia were two of a handful of nations in Faerun.1 The Dalelands were much
more loosely governedwith the members of each
community and its immediate hinterland giving at
least nominal allegiance to the locally selected "lord."2
The Dalefolk were an independent lot, but then so,
too, were the Sembites and Cormyrians. The monarchies seemed more of choice or historic precedent
than of any great power held by the kings.
The physical setting along the sea's north shore lent
itself to this political division into smaller governing
units. Mountain ranges of varying heights snaked
across the lowlands as if the bedrock had been of a
soft fabric that crumpled in many directions as it slid
over the underlying surface. Several ranges roughly
aligned north to south along the eastern edge of
Anauroch. At one time the ranges had been coastal
cliffs holding back the water of the narrow sea. Later
they performed a similar function in holding back the
encroachments of the expanding desert and blocking
the worst of the dry desert winds. The mountains instead captured the moist air from the Inner Sea.
The two ranges closest to the source of moisture
had names attesting to this: the Storm Horns, west of
Cormyr, and the Thunder Peaks (also known as the
Storm-fangs), between Cormyr and Sembia.3 The rainfall they generated fed numerous streams and allowed the continued growth of forests and crops.
Cormyr was known as the "Forest Country," and the
Dales were cleared areas that elves had allowed humans to cut into the vast woods of the Elven Court.4
Sembia had been settled longer and was virtually
tamed, with few wild areas remaining, but it, too, was
once extensively wooded. The soils and climatic conditions that had formerly supported trees were
equally nurturing for crops.5
The mountain ranges beyond the Moonsea provided a similar protective barrier from the Great Glacier. The mountains were less beneficial to the land to
the north, however. Damara, Narfell, and especially
Vaasa received the full blast of the cold, dry winds
that whistled south from the glacier. The mountains'
presence may have been one cause of the glacial lobe
that extended far south from the Endless Ice Sea, farther than at any other location. The northern lands
were only marginally habitable, composed of grasslands grading into tundra, with disrupted drainage resulting in marshes and strange flow patterns. As in
Icewind Dale to the west and north, many people in
Vaasa and (except in ancient times) Narfell were nomadic; the city-dwellers of Damara were drawn by
Troy Banks (order #7058520)

97

The Western Heartlands


Troy Banks (order #7058520)

18. Ae

*&/&* *****

Troy Banks (order #7058520)

Shadowdale

among the cluster of village homes and shops. One


curved north, the other south, giving access to the
nearby farmsteads of Shadowdale.6 One of these
farms belonged to the Harper Storm Silverhand. Her
cozy cottage lay among the trees that almost surrounded the cultivated area, and a murmuring creek
bubbled among the woods on the south.7
As the cleric Adon looked out over the village, it
seemed there were temple spires "all around the
town," but there were really only two: the Temple of
Tymora, Lady of Luck; and the Temple of Lathander,
Morninglord.8 Adon, a cleric of Sune, spent agonizing
times in both those temples; he was present just after
the slaughter of Tymora's followers and helped
cleanse the temple, and he helped Midnight and
Elminster prepare the Temple of Lathander for Bane's
attempt to reach the Celestial Stairway, which rose
near the temple doors.9
The two most famous buildings in Shadowdale
were far older than any others. The fortresslike
Tower of Ashaba stood east of the bridge of the River
Ashaba, while the humble fieldstone tower of Elminster the Sage was just across a meadow, next to a small
pond, and was pressed close against the edge of the
Old Skull.10 Neither of the towers was particularly
high or of noteworthy construction, except in jest.
Elminster's tower seemed to be a heaped hodgepodge,
while the Tower of Ashaba was jokingly referred to as
the "Twisted Tower."11

The most famous area of the Dalelands was


Shadowdale, often called simply "the Dale."1 Tiny
though it was, "Shadowdale was mentioned in more
ballads, lays, and drinking songs than any other city in
all the Realms."2 While the alleged causes of that fame
are varied, the most obvious is the presence of Elminster, renowned in all Faerun as mage, sage, and authoritative chronicler of "Elminster's Tales."3
Shadowdale was nestled in a beautiful valley west of
the Elven Court. Wooded knolls and ridges rose in a
dozen places, and one great bald granite crag stood in
the very midst: the Old Skull. From its top, and from
Watcher's Knoll farther east, one could look out over
all of Shadowdale. The ancient Castle Krag had served
as a lookout base.4 Another famous knoll was Harpers'
Hill, tryst place of elves, a place of peace and beauty
from which one could look down on the village below.
It was there that Shandril and Narm were brought for
the testing of their powers.5
The village of Shadowdale lay along the road from
Cormyr to Zhentil Keep, just east of the ancient bridge
crossing the River Ashaba. Buildings and providers
for all the most basic services were present, including
a weaver, a wagon/woodworker, a blacksmith, a grocer and smokehouse, a well-known inn, a festhall,
other miscellaneous shops, and, farther downstream,
a mill. Two lesser roads intersected the main roadway

100
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Sites of
Sbadocodale
The TocoeR op Asbaba
Legend reported that the Tower of Ashaba was
raised by "an evil power, which reached up from the
Depths Below.'" Later the tower was held by drow
elves during the final retreat to their subterranean
realms. Consequently, the access cave was still
present in the lower level of the tower but was barred
by "three locked, spiked doors" and was magically
warded. The passage to those doors was filled with
rubble.2 Only the crypts, dungeons, library, and assorted storerooms were still used.3
The bulk of the tower was a rectangular block of
stone from which the true tower arose. The massiveness of that lower portion gave the building its squat,
fortresslike appearance.4 The ground floor was devoted to public rooms and guard and servant areas.
Great double doors opened on a grand entry hall.
Court and audience functions were on the left, feasting on the right, and guards' and servants' rooms at
the back of the building. From the servants' common
room one could enter a storeroom passageway leading to a boathouse on the Ashaba and giving secret access to the treasury, the lord's bedroom, the outside,
and the hidden dungeon stair used by Cyric.5
The ceiling of the forecourt soared one hundred
twenty feet overhead." In a corner to the right of the
door a minstrel/guard gallery overlooked the floor below.7 Arched doors opened from the forecourt to the
lord's court and audience chamber. The side walls
narrowed toward the lord's dais, which contained
two black marble thrones." Three doors exited near
the dais, one to a room that held reserve guards, the
second to the hall from the servants' and guards'
rooms, and the third to a private stair that led to the
lord's apartment. Other stairwells were present on
the first level. Three led underground, one a small
kitchen stair to cellar stores and twoone secretleading to the dungeons. The other three ascended to
the second level: a back one for the servants and
guards, a secret one to the treasury, and a main one
leading to the guest and staff rooms.9
The second level was devoted to sleeping chambers
for both honored guests and staff. At least two of the
guest rooms had a window, and each of the ladies'
rooms had a private garderobe.10 The sleeping rooms
were intermixed with lounge areas, such as "The
Bower." The lord's apartment had a private lounge/
office, which was sometimes used as a private audience chamber."
Two additional sublevels above the second floor
held lesser sleeping rooms.12 Kelemvor, Cyric, Adon,
and Midnight would have been housed in one of these
upper levels, as there were too few guest rooms on
the floor below. Shandril, however, had been given
one of the second-level chambers, for when the mage
of Zhentil Keep teleported into a linen closet on the
"third" floor, he descended a level to find her."
The lowest tower level was a barracks and powerTroy Banks (order #7058520)

C/rasnAer

(Elminsten'S Bubble)

>*0&SSC//*//
101

M* /

The Ibwer of Ashaba

ful defense post, packed with permanently mounted


ballistae in the corners and tapered firing ports in the
side walls for guards with bows. The second tower
level held pens for carrier birds, as well as much
larger aerial mounts. On the side away from the river,
a covered landing platform jutted out from the main
tower wall." A series of platforms spiraled around the
tower above this one, giving the tower its "twisted"
appearance."
The third level contained an altar but little else. The
fourth level was designed solely for meditation.16 It
was there that Elminster shaped the shining magical
dome in which he, Mourngrym, and other counselors
held the long vigil with Shandril and Narm prior to the
couple's departure from Shadowdale.17 A ladder led
through a trapdoor to the parapeted platform atop
the tower, from which one could observe all of
Shadowdale.18

ElrairasteR's TocoeR
Elminster's tower was small, especially when compared with the Tower of Ashaba. It was a single vinecovered structure with no outbuildings but with
numerous lean-tos added during Elminster's fivehundred-year occupancy to hold his ever-increasing
accumulation of records and magical artifacts.19 Fieldstones were used in the construction, and there was a
plain wooden door that opened inwardas Kelemvor
discovered when he nearly fell inside.20
The base of the tower held the scribe Lhaeo's "outer
office" and the kitchen, with its small cooking hearth
and Lhaeo's cot.21 A rickety, curving stair climbed to
Elminster's chamber. A large table occupied the center of the chamber, with a crystal sphere suspended
above it. A "very solid and cozy" bed rested against
one wall, and assorted clothes chests stood among the
scrolls, records, and maps that filled every available
spacejust as they had downstairs.22 A window
opened opposite the head of the stair.23 Tb one side, a
much smaller stair curved overhead, climbing to the
tiny room in the tower's top level, where Elminster set
Adon to reading "volume after volume of lore."24 Few
in Shadowdale ever saw beyond Elminster's front
door, but Narm and Shandril lived in the tower after
the attack on them in the Tbwer of Ashaba.25 Akabar
got no farther than the downstairs anteroom, but
Elminster grudgingly had admitted Midnight.26

Elminster's Tbwer

shadows of the stable. This allowed him magical access


to his room.30 Alias, Akabar, and Olive rented "Warm
Fires," "Onyx," and the "Green Room" on the third floor,
as Alias had been told those were the best.31

Tbe Teraple of LatbandeR


The Temple of Lathander was vital during the defense of Shadowdale during the Time of Troubles, for
Elminster correctly surmised that Bane would attempt to climb the Celestial Stairway just outside the
temple, and the subsequent destruction would level
Shadowdale. Only by magically preparing the temple
could the forces be drained away, saving the village.32
The temple of the Morninglord "had been constructed in the form of a Phoenix, with huge stone
wings rising up on either side of its gate. The wings
curved and became turrets."33 Before Bane's arrival,
windows toward the Celestial Stairway were opened
and those away from it were nailed shut. The huge
double doors were opened into the great hall, which
had been cleared of the worshipers' benches.34
When Bane arrived, Elminster and Midnight stood
within that hall, weaving the spells that burned the
Celestial Stairway. Bane's avatar should not have been
able to enter the temple without traversing the mages'
massed energies, but Adon had left one final, thirdstory window unsealed.35 Through it Bane passed, and
in the ensuing spell-casting against Elminster a great
rift split the temple. Elminster fell, and the temple exploded into ruins moments after Midnight and Adon
fled.36 It seemed to be Elminster's end.

Tbe Old SkalJ \nn


The Old Skull was a sturdy timber-and-stone inn
three stories high.27 The inn stood on the main road,
just at the intersection with the road from Mistledale
and not far from the road leading north. Stables sat
just behind the innyard on the east side.28
The taproom filled about a third of the ground level;
the kitchen, pantry, and work and store rooms took another third; and three sleeping rooms reserved for invited guests occupied the remainder. The two upper
floors contained twenty-six more sleeping rooms, each
with a unique design.29 Malark, archmage of the
Dragon Cult, took "The Horns," a second-story room off
the innyard with its window partially concealed in the
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The Temple ofi la


Siairtvau

Old Skull Inn

Alias

The Ttemple of Lathander and the Old Skull Inn


Troy Banks (order #7058520)

The Battle of Shadowdale

the surviving Zhentilar troops passed, a brave volunteer started the collapse of the trees and a third of the
Zhentilar troops were killed or injured.8 Burning arrows and Sememmon's spells opened much of the
road's blockage.9
A battalion of five hundred had secretly reached the
north-running farm road. In spite of the traps and
ramparts erected at various farms, this group quickly
reached the heart of the village.10 The movable haybale walls on each side of the main road were small
deterrents.11 The defenders serving under Kelemvor
discovered enemies all around, and the carefully laid
plans were discarded for hand-to-hand combat.12
Lord Mourngrym might have found himself in similar straits if the plan in the west had failed. When
Lord Fzoul started his cavalry over the river, defenders under the bridge pulled out logs that had
been jammed in place of the keystones, causing the
center span to collapse. Fzoul and a score of warriors
reached the tower side of the bridge. All except Fzoul
were killed by Cyric and his men.13
When Bane left the eastern front, he found himself
faced by Mourngrym and probably would have killed
him but for the brave assistance of Hawksguard and a
sight that captured the god's attention.14 The Celestial
Stairway was burning.15 After both the Celestial Stair
and the Temple of Lathander were destroyed, the god
left Shadowdale, abandoning his army to its own devices.16 The Riders of Mistledale and the Knights of
Myth Drannor turned the tide, and the Zhentilar retreated.1'

Battle op
Staadocodale
The Zhentilar used three routes into Shadowdale:
the east road from Zhentil Keep via Voonlar, the farm
road from the north, and the west road from Cormyr.
Five thousand troops faced fewer than a third that
number of defenders.1 More than four thousand came
from the east, five hundred from the north, and
slightly more than two hundred from the west.2 Most
of the army encountered the first line of defense several miles east of the village, at a tangle of felled trees.
Behind that was a series of camouflaged pits. Bane's
army spent the night clearing paths, but by dawn the
troops were nearly to the main barricade at Krag Pool.3
Krag Pool was the focal point of the eastern defense.
Hundreds of Zhentilar were felled by arrows during
the hour-long attempt to breach the barricade.4 A
wall ten feet high and twenty wide had been made by
piling rocks from the ruined Castle Krag.5 As a final reinforcement, wagons had been upturned against it.6
Bane himself oversaw the attack, forcing the direct
crossing regardless of his troops' lives. When all
seemed assured, he left Knightsbridge and the wizard
Sememmon in charge and headed west to the next
stage of his attack. He was absent, therefore, when
the defenders' true trap was sprung.7
A hundred yards past the barricade were fifty great
trees that had been roped trunk to trunk, cut so they
were just ready to topple, and made invisible. When
104
Troy Banks (order #7058520)

Tale of SpeJIpRe
One of the first tales of the Realms was of Shandril
Shessair, who left her home in Deepingdale to seek adventureand got more than she expected.
Mirtul (May):
6

Chance meetings at The Rising Moon. The Company of the


Bright Spear; Mage Marimmar "the Magnificent" and his apprentice, Narm Tamaraith; and Storm Silverhand and Sharantyr
of Shadowdale all are present in Highmoon. Shandril leaves to
join the company.1
12
The company camps by the Semberflow and is surrounded by
warriors who retreat when Elminster and Florin suddenly appear.2 Marimmar and Narm reach Myth Drannor, are turned
away by two knights, but enter by another route. Marimmar is
killed by devils, and Narm is rescued by two other knights.'
15
Narm is brought to Shadowdale and given permission to return
to Myth Drannor.4
13-20 The company trails the warriors west.'
20
Ambush in Oversember Vale.' Shandril unwittingly teleports to
Myth Drannor, is recaptured by the Shadowsil of the Dragon
Cult and is teleported to Rauglothgor's lair for sacrifice.' Narm
reaches Myth Drannor, sees Shandril being taken, and gathers
Knights to follow. Narm and Shandril are trapped in the partially collapsed lair. Shandril discovers the "balhiir."
21
Battle. The energy of the broken balhiir awakens Shandril's
spellfire, and she destroys Rauglothgor.' The Shadowsil and the
dracolich Aghazstamn are also killed.' Manshoon, Lord of
Zhentil Keep, senses the Shadowsil's death and flies in revenge
but is forced to flee. He falls over Myth Drannor."
The rescue party returns to Shadowdale with Shandril and
25
Narm. A band of Bane's followers attack the Twisted Tower but
are defeated."
26
Late evening: Narm's and Shahdril's powers are tested."

wmmmgrnm
im

kythorn (June):
1

10

Meeting in the Twisted Tower to report the couple's progress,


and to warn that the spellfire will draw battle to Shadowdale."
An agent of Malark of the Dragon Cult attacks Shandril and
Narm. Ilthond of Zhentil Keep also appears in the tower. Shandril injures both."
Forces of the Imperceptor of Bane attack Zhentil Keep but are
destroyed. Sememmon of the Zhentarim resolves not to capture
Shandril until she leaves Shadowdale."

Flamerule (July):
SD:
1-2
3
6
8
9

10

Midsummer
Marriage of Narm and Shandril. Mercenaries hired by the
Dragon Cult attack during wedding but are repulsed."
The Dragon Cult and Zhentarim both decide to set watchers on
Shadowdale to learn if and when Shandril and Narm depart."
The leaders of Shadowdale discuss plans with the couple."
Shandril and Narm leave Shadowdale.20
Sememmon discovers Fzoul is alive, as is Manshoon. Manshoon
stops pursuit of Shandril." Malark attacks Shandril and Narm's
campsite but is killed.22
Shandril and Narm reach Highmoon late in evening."
Thiszult of the Dragon Cult begins pursuit. Shandril dreams of
the pursuit and leaves the inn with Narm. Shargrailar the Dark
flies after Shandril. Delg appears at the inn and follows Shandril
as a protector." Battle on the road. Shargrailar destroys Thiszult
and burns Narm. Shandril and Delg fell the dracolich. Shandril
heals Narm."
Shandril, Narm, and Delg pass west through Thunder Gap.*6

Camp

Date at Midnight
JEvent
SJrandr//

/0O

sai3awt

/sro
The Ible of Spellfire

Troy Banks (order #7058520)

105

Rising MOOIQ
When Garthond Shessair and Dammasae the Incantatrix died, their infant daughter, Shandril, came under the care of their good friend, Gorstag. The
warrior had returned to Highmoon in Deepingdale
and refurbished and reopened his fathers old inn:
The Rising Moon.1
It was a good inn, warm and cozy. It stood just north
of the East Way running between Cormyr and Ordulin, half a mile west of Highmoon and close enough to
Glaemril, the Deeping Stream, for Shandril to fetch
water.2 Inside the inn gate was a yard with stables on
the right and an inn on the left.3
The door of the inn opened directly into the taproom.4 Huge ceiling beams ran the length of the room,
supporting the low ceiling and the sleeping rooms
above.5 Two doors exited the room; opposite the entrance, a relatively dark passageway led to the stairs,
while the door to the kitchen was in the corner to the
left.6 The hearth broke the wall between the two,
sharing the chimney chase of the kitchen hearth.
Along the left end of the taproom, the bar was conveniently accessible to bring wines and ale barrels
from the cellar via the kitchen stairs.7
The bar area was semienclosed above as well as below. The tapped casks were reachable for the patrons
to refill the attached traveling kegs. Above the casks
stood myriad bottles, and on the wall above those was
Gorstag's great two-handed broadaxe. At the top hung
the inn's emblem, the silver crescent moon.8
The kitchen was immediately adjacent to the taproom and filled the back corner of the inn. A door exited on the far wall, and another entered directly into
the passage to the stairway.9 The cooking hearth, with
its warming shelf, fowl spit, and stew hooks, was on
the inner wall. A cutting board was on the back.10 A
stone sink and a small table, where Gorstag and his
workers ate, were conveniently placed among the
storage cupboards." The cellar stair descended from
the back kitchen corner.12 The rest of the main floor
was storage and pantry space, plus a tiny sleeping
room for Korvan, the cook.
The second level was totally filled by rooms for the
paid guests. The Rising Moon was smaller than the
Old Skull in Shadowdale, with about half the number
of rooms. One of those was large enough to house all
six of the Company of the Bright Spear.13
From the second level a narrow stair climbed to the
trapdoor entrance of the attic." Two rooms had been
closed off in the attic: a regular bedroom for Gorstag
and a tiny curtained loft shared by Shandril and Lureene, the serving girl. The rest of the attic was used
as storage for items such as the trunk Gorstag
dragged over the trapdoor.15

106
Troy Banks (order #7058520)

The Rising Moon

Troy Banks (order #7058520)

CaptaRe
At Lake Sember, the Company of the Fire Knives
found themselves surrounded by a score of warriors,
but the sudden appearance of Elminster and Florin
forced a retreat. The company decided to follow the
warriors, both for caution and for treasure.1 The trail
led west into the Thunder Peaks. After a last rocky
rise, they passed between two pillars of rock: the
"Gates of Doom," entrance to Oversember Vale.2
Oversember was a small, boulder-studded, grassy
dell. Little pools of water lay to the company's left, and
a line of stunted, scraggly trees hugged the steep rock
face on the northwest side of the valley. Suddenly the
party was attacked in earnest.3
When Shandril awoke, she had been carried into a
small cavern in the vale. She was propped against the
stone that had been rolled across the cavern's mouth.
The cavern was a single chamber that narrowed to a
crevice at the back.4 In the midst stood three caskets,
the center one giving off a pale glow. Desperately
seeking some way of escape, she pushed aside the lid
of the glowing casket and read the inscription on the
skeletal hand. Suddenly she was elsewhere.5 Her situation was worse, but she quickly passed through another portal and was transferred againthis time to
legendary Myth Drannor.6
Myth Drannor had been the trading city at the heart
of the Elven Court. All good races had been welcomed
there, so the elves called it the "City of Love." It was
the epitome of the elven skill in all crafts, and it "outshone the most splendid of cities today," so bards
named it "The Towers of Beauty."7 It had been overrun
a millennia before, and parts had gradually become
overgrown by the thick woods, but only when the last
of the elves had ceased to guard the ruins a few years
earlier had the city become infested with evil.8 Doust
of Shadowdale had relinquished his lordship in order
to form the Knights of Myth Drannor to patrol near
the city.9
Myth Drannor was constructed among the trees,
and even in the forest's heart the woods had been preserved. Most of the settled area lay between two
streams, one of which was dammed to form a fairly
large lake south of the buildings. The Meadow, an
open area east of the lake, still remained after a millennium of growth, as had the two other natural
clearings.'0 The gracefully curving but interconnected
avenues of the city and the high, arching bridges had
made access easy until the ruin of centuries had
strewn rubble in the streets."
Even with no knowledge of the city's history one
could discern some of the important locations. A large
triangular building at a six-way intersection serving
all parts of the city probably was the trading center. A
three-winged, tree-encircled palace two blocks away
was conveniently adjacent to the multitowered governmental building. Other large structures would
have been temples, libraries, warehouses, and

Shandril's Capture

theaters.12 Narm and his master first approached the


ruins from the southeast and quickly saw the multiple
towers that Marimmar assumed would have marked
the mages' dwellings.11 Given the tendency for mages
to set themselves apart, the towers probably would
have been in the quiet wooded area near the less-settled eastern end of the city. A multiwinged building
nearby would have been a school or a library.14
When Shandril was magically teleported to the ruins, she knew only that she was in a great hall.'5 She
crashed through a small door, fell into a deep well,
climbed out, and returned to the building, only to
have a foundation section collapse so that she was
dumped into an equally large lower level hall filled
with coins.16 At the far end, a delicate stone stair
climbed back to the upper level. Only two high windows lit the room, so she felt her way to the front
wall, found a jammed door, then another farther to
the right, which she could open.17 She had escaped,
but into more chaos.
For twenty minutes, Shandril scrambled south and
still had not quite reached the city's edge. Near a
wasteland of rubble she saw and was seen by the Shadowsil. Fearfully, Shandril fled down a curving lane,
only to have the cultist materialize in front of her.'8
Just as Narm returned to the ruined city via the Lost
Trail from the south, he saw the Shadowsil forcing
Shandril downstairs to yet another portal."

108
Troy Banks (order #7058520)

Shandril's
Escape
Troy Banks
(order #7058520)

Knights of Myth Drannor, may well once have served


Shandril's father.4
Shandril and the Shadowsil passed through a stone
passage "scarred with tool marks."5 The passage became
a sharply descending ramp that entered a cavern with
several passageways. The tunnel continued to stairs that
ended inside a gem-studded cavern.6 At the lowest
reaches of the cavern was the treasure-hoard bed of the
skeletal Rauglothgor.7
The cavern had human and natural formations. The
local bedrock was of extremely soluble limestone, and in
the grotto stalactites had already begun forming, resulting in the "toothed ceiling" Shandril found overhead as
she crept along a ledge that she had reached using
Tbrm's spell.8

As suddenly as Shandril had left the Thunder Peaks,


she reappeared thereonly slightly north of Oversember Vale.1 The Shadowsil had brought her to the Tower
Tranquil, gateway to the cavern of a dracolich,
Rauglothgor.2
Tower Tranquil stood atop a rocky spur and once had
been home to the mage Jhavanter of Highmoon and his
assistant, Garthond Shessair, and headquarters for thenbattle against the cult. After Garthond's death, Gorstag
returned to the tower to retrieve some of Shessair*s
things and discovered that the Dragon Cult had blasted
into the cellars and created great caverns.3 The portal
used by the Shadowsil, and later by Narm and the

Troy Banks (order #7058520)

110

Rauglothgor's Lair

That ledge led to a twisting tunnel, which collapsed behind her.9 In the rubble she noticed a glowing crystal
sphere, the very balhiir trapped by a cult mage and magically bound to Shandril's father.10 The balhiir's light revealed a dead end no more than twenty paces before
her." In pursuing her, Narm, too, had been trapped, but
the others dug through the rubble to release them.12
Another cavern was a refuge for the Shadowsil, its
spell-sealed entrance guarding her private store of potions.'3 There also were caches of weapons and provisions for the seventy Dragon Cult members who
occupied the complex.'4 After Shandril absorbed the
balhiir's power, killed Rauglothgor, and blasted her way
out of the rubble, all was destroyed, including Tower
Tranquil. Only a vast basin of tumbled rock remained.15

x,
la,C^

TT^->

it?

111
Troy Banks (order #7058520)

Cef/api\J

Tale of
tbe Pool of
Radiance

Phlan was the most ancient city on


the north shore of the Moonsea. It
had been settled a thousand years before, was abandoned, and was being
slowly rebuilt again.1 Beyond the enclave of "Civilized Phlan" ruled the
Lord of the Ruins, Tyranthraxus, the
great possessor, in the host form of a
dragon. In his new home of Valjevo
Castle, he had corrupted the magical
force of the Pool of Radiance.2
Deaths caused by agents of Tyranthraxus brought thief/ranger Ren o'
the Blade from Waterdeep and apprentice sorcerer Shal Bal of Cormyr to Phlan.3 At the same time, Tarl
Desanea of Vaasa traveled to Phlan
with brother clerics to man the
newly built Temple of Tyr, but he instead found death and loss.4 Ren,
Shal, and Tarl met by chance, and by
pursuing both their private goals
and those forced on them by double-dealing councilman Cadorna,
they cleansed much of Phlan and
eliminated the Pool of Radiance.

Miriul (May):
20

Eleasias (August):

far] and eleven clerics of Tyr leave Vaasa


for Phlan.'

Kythorn (June):
28

Ranthor, Shal's master, teleports to Phlan


to assist Denlor.'

FUmerule (July):
1
19
22
24

25
26

27

28

29
30

Ren is hired at the Laughing Goblin Inn.7


Ren meets Jensena.!
Clerics of Tyr, except Tarl and one other,
are slain at Valhingen Graveyard. The
Hammer of Tyr is taken."
Ranthor is killed while sending a message
to Shal.10 Shal accidentally teleports to
Phlan. Tarl sees her arrive." Ren meets
Tarl and Shal at the inn. The trio is arrested."
By Cadorna's orders, they investigate Sokol Keep. Tarl frees the undead and receives the Balance of Tyr.'3
The trio braves Denlor's Tower. Shal retrieves Ranthor's body and seals the
keep." Cadorna visits the inn and convinces the three to retrieve his family's
treasure."
While searching the Cadorna Textile
House, Ren, Shal, and Tarl learn of the sacrificial altars of the Lord of the Ruins.
They vanquish the gnolls and empty the
Cadorna family vault." Cadorna has them
arrested, then released."
Cadorna rises to Second Councilman position." An agent of the Lord of the Ruins
tries to kill Shal. Tarl enters the Inner
Sanctuary to gain healing powers." Ren
finds Jensena badly injured.M
Tarl uses one of Ren's ioun stones to heal
Shal, and Cadorna learns of the stones."
Cadorna sends the trio to Sorcerer's Isle."
Shal, Tarl, and Ren leave Phlan."

12

13

From an ore, the three learn the location of


the Lord of the Ruins."
The trio reaches the Sorcerer's Isle." Shal
defeats the sorcerer's magic, and the sorcerer destroys himself." The river begins
to run clean." Ren and Shal learn that the
Lord of the Ruins was responsible for the
deaths of Tempest and (via Cadorna)
Denlor and Ranthor."
Cadorna sends the Black Watch after the
trio, and they avoid pursuit by skirting the
city of Phlan en route to Valhingen Graveyard and Valjevo Castle."
Before dawn, Ren goes into Valhingen
Graveyard alone. Shal and Tarl follow."
Tarl uses the power of the Hammer of Tyr
to destroy the vampire and his minions
and to heal Shal and Ren." Cadoma, the
sorcerer Gensor, and the Black Watch attack Valjevo Castle to confront the dragon
and gain the ioun stones." The Hammer of
Tyr reveals a portal to the trio and they arrive at the castle." They reach the Pool of
Radiance." Shal uses Ranthor's ring to
wish the dragon dead." Tyranthraxus
leaves the dragon hulk, takes possession of
Cadorna, drains the power of the pool,
and teleports away."

Eleint (September):
SD: Harvestide
Shal and Tarl are wed."

taining the kitchen and its storehouse. The ruined stable, granary, and smithy lay on one side, and barracks
for the student clerics flanked both sides of the most
important structure of the keep: the temple.6
The stone temple, minus its incinerated bell tower,
stood in the far left-hand corner from the gate. Inside
on the left were the quarters of the high clerics, on
the right, the armory.7
The armory contained frog creatures warped by
the sorcerer Yarash of Sorcerer's Isle.8 When Ren and
one of the creatures crashed into what appeared to be
a canvas wall, a cache of hidden arms was revealed.9
There the party was caught by the troops dispatched
by the Lord of the Ruins.10 Between Tarl's enchantment, Ren's strength, and Shal's magic, the trio managed to destroy its assailants. At last Tarl could enter
the temple proper.
The temple held tables and seats for worshipers,
the dust-covered altar, and the specter of High Cleric
Ferran Martinez. When the high cleric learned from
Tarl of the new temple of Tyr, he gave the young cleric
the holy scale and released the island's curse. Sokol
Keep was free."

Keep
In punishment for their part in the brawl at the
Laughing Goblin Inn, Ren, Shal, and Tarl were ordered to "challenge and attempt to overcome" the
monsters rumored to inhabit Sokol Keep on Thorn Island.1 It was not the first such party that councilman
Cadorna had sent there, but it was the last.
When Phlan had fallen to the dragon army fifty
years earlier, the last bastion protecting the retreating
citizens was Sokol Keep. Ferran Martinez, councilman and priest of Tyr, held out as long as possible,
then placed a curse on the keep in an attempt to prevent its being taken by monsters.2 Thorn Island was
shaded by a perpetual cloud, and undead rose up to
defend the keep.3 The curse still held after the Dragon
Run, a hostile force confronting friend and foe alike.
Shal, Ren, and Tarl beached their rowboat on a tiny
patch of sand and climbed from the shoreline to a
break that was visible in the stone wall above.4 Inside
the wall was a grassy area broken by the path to the
wooden gates of Sokol Keep.5
The keep was a simple square courtyard lined with
buildings and with a low structure in the middle con-

112
Troy Banks (order #7058520)

Phlan and Sokol Keep


Troy Banks (order #7058520)

Touoerz
Just as Ranthor was instructing Shal in the use of a
crystal ball, a plea of help from the wizard Denlor was
transmitted through her, so the apprentice mage was
given "the location of every trap in Denlor's keep, the
arcane words that would open or seal every door in
his tower."1 After her arrival in Phlan, Shal braved the
tower, which stood in the new territory gained in the
northeast corner of Civilized Phlan.2
The spells, which went into force upon the red
mage's death, had kept the creatures at bay, so there
were none nearby as the trio of friends entered the
small park at the very edge of Phlan and passed
through the border formed by a small grove of annonwood trees paralleling one wall of the tower.3 As the
adventurers approached, they could see the burns
and broken sections of the red brick tower."
Although the keep had side doors, which Ren had
discovered, Shal's knowledge allowed her to release
the trap of the great brass door, and her magical'
steed, Cerulean, absorbed the energy of the invisible
barrier.5 The door lead to a rhombus-shaped teaching
room with three rows of benches placed in a "U" facing the broad, low lectern.6
Two doors exited the lecture hall. The one to the left
entered a huge kitchen and mess hall. Ren checked
doors leading to a pantry and a storeroom, and steps
to the root cellar, then crossed the hall to a servants'
room.7 The second door from the lecture hall opened
opposite the lectern into an almost palatial stairway
landing. From it Denlor's magically animated robe had
appeared and led the trio higher into Denlor's tower*
After dispersing a poisonous gas image of Denlor,
Shal climbed the steps to the second level. A foyer at
the top opened into a huge dining room shaped like
the lecture hall below. In the center of the room was a
massive table, where Shal guessed Denlor had died.9
There were three additional doors in the dining room
and all were magically trapped.10 The door to the right
opened into Denlor's private chamber, with a treasure
room beyond. The door on the left led to the scroll
chamber, then on to the magical supply room. The
door opposite the entrance led to a much narrower
and steeper stair ascending to the third level."
By the landing at the head of the steps was still another trapped door, this one with a bas-relief lion's
head at the center. After keying the magical wards,
Shal had to release the door's trigger by reaching into
the lion's mouth. The door then separated in half and
slid into the adjacent walls.12 Passing quickly through
the equipment chamber, Shal approached the plain
wooden door on the far side. Cerulean crashed
through the door, absorbing the poisonous splinters,
and Shal was able to enter the spell-casting chamber
where Ranthor had made his last stand. Taking the
mage's body so they could put it to rest, the trio then
returned to the base of the tower as Shal sealed the
keep door by door.13

10

leve/

114
Troy Banks (order #7058520)

If

ZO

Denlor's Tower

Gna/I
Lieutenant's fioom

Gno/I

j3e<Jroom/S/>eJ/- easting
Concealed fault

Gno/f
Barracks

The Cadorna Itextile House

Hoase

the gnolls had perverted.7


The site of the garden angered the ranger, but that was
not all. He thrust past Shal and Tarl and burst through the
nearest door. Bludgeoning the priest-guards, he entered a
room with a rack of torture instruments and a sacrificial
shrine: an altar, complete with victim, flanked by a lifelike
diorama of the Pool of Radiance.8 Tarl, the cleric of Tyr,
destroyed both altar and diorama.9
The trio realized the danger and searched for a way
to escape the shrine. Behind a curtain Ren discovered
a door that opened into a crawl space next to the
stockade. When the crawl space ended, they turned
left to return to the courtyard.10 They passed by the
next group of buildings, even by the open door where
gnolls were roughhousing inside, until they reached
the building that contained the treasure. Unfortunately the building was occupied."
The first room had been a sleeping chamber for the
human female textile workers and this room contained numerous slumbering female gnollsand their
half-gnoll leader. They sneaked between the bodies
and none of the beasts awoke.12
Behind a curtain at the back of the room was a door.
After Cerulean dissipated the wizard-lock, they entered the room beyond. Shal realized it was a wizard's
spellcasting chamber.13 Using a detect-magic spell,
Shal located the vault, with its treasure intact.14
The trio had almost escaped the women's chamber
when an alarm gong shattered the silence. Once again
they fought their way out, and once again they left
few living behind them.15

Textile

Porphyrys Cadorna planned to advance from his


position as Tenth Councilman by regaining his family's
treasure, left on the textile house's premises when the
dragon army descended on Phlan. The textile house
lay just outside Civilized Phlan, so reaching it during
the day, when the monsters were usually inactive,
would be easy except that the villa was suspected to
be inhabited by gnolls.1 Cadorna lured Shal and Tarl
into his plan. Ren offered to help as well.2
Cadorna had provided the trio with a good map, including the information that the treasure was probably concealed behind the wall in an inner bedroom.3
The villa was a collection of rooms and buildings surrounding a central courtyard." Outside, the gnolls had
constructed a log stockade with a few guard towers.
Several wooden gatesinto which the gnolls had
hammered spikes to display trophy headsgave access to the complex. Choosing a point halfway between guard towers, the trio scaled the stockade to
the roof of one of the buildings.5
The choice almost proved unfortunate, for the
smells and sounds from the double chimney atop the
roof revealed to Ren that they were over the occupied
mess hall.6 Quickly he led them along a catwalk. From
the catwalk, he could see to the opposite side of the
courtyard, where the map indicated the treasure lay.
He also could look into the so-called "garden," which
Troy Banks (order #7058520)

115

and
Valjeao Castle
When Tarl and his brother clerics first came to
Phlan from the north, they mistook the fence that
they first encountered along the Barren River to be
the walls of Phlan.1 Pushing through the rotting
boards of the fence, they suddenly found themselves
attacked by undead, then confronted by the vampire
lord who controlled them. All but one of Tarl's brothers were killed, and the Hammer of Tyr was taken
from him.2 Tarl's personal goal was to vanquish the
vampire, free his injured brother, and regain the hammer. He knew he must return to Valhingen Graveyard.
Ren feared that his friends' magical and clerical artifacts would awaken the undead, so he left their camp
west of Phlan and entered the graveyard alone.3
When Tarl and Shal followed, they were able to track
him along the fence, then into the heart of the graveyard along a path strewn with bones, then zombie
body parts, before reaching a rubble wall by a granite
vault occupied by wights.4 It was Cerulean who discovered the vital clue to Ren's location: blood on a
trapdoor in the grassy area next to the vault.5
The trapdoor opened onto a well with a ladderlike
stair descending into the darkness. The passage at the
bottom contained only one door, the entrance to a
huge underground cavern, the pit of the vampire.6
Opposite the door, the vampire lord stood below the
Hammer of Tyr, but Tarl's anger and faith called up
the force of the hammer and destroyed the vampire
and all his minions.7 Then, on the wall behind where
the vampire had stood, the hammer's power illuminated an invisible door, entrance to a teleport chamber.8 Upon entering, they found themselves suddenly
at Valjevo Castle. They faced the final test.
Valjevo Castle was the abode of Tyranthraxus, the
Great Possessor, currently in the host of a bronze
dragon.9 The granite-and-marble castle originally had
been one of the largest buildings of the Realms, and
even after the damage done during the Dragon Run, it
remained one of the tallest. The turrets once rose a
hundred feet or more, while a new addition to the castle lay almost that far underground, hiding the power
source of the Lord of the Ruins: the Pool of Radiance.10
The square of the castle's outer walls, which originally had held an open courtyard bailey lined with
roses, was now filled with a topiary maze of poisonous thorn plants.11 The trio was spared the ordeal of
solving the maze, for several members of Cadorna's
Black Watch had died cutting a path nearly straight
through the hedge to the central tower.12
Part of the white marble tower had collapsed and
was supported by scaffolding. A huge wooden door to
the left of the scaffolding had been left open by Cadorna's men. That door entered a room with a man
posing as the Lord of the Ruins, who served as a
deadly guard for the tower." Ren instead cautiously
circled the tower and discovered a smaller door oppo-

site the first.14 After dispelling the magical trap, he and


the others entered. Inside was an open chamber that
extended "the full height of the tower to the depths of
the subterranean cavern below."15 The roomy landing
on which they stood was fenced by an iron guardrail,
and a grillwork stair descended to the glowing, golden
crescent-shaped pool far below. They had reached
the Pool of Radiance.16
Just as the trio had seen on the diorama in the
shrine of the textile hall, "centered along the inside
curve of the crescent was an elegantly simple, raised
hexagon, with tiny blue gems glittering from four of
its six points."17 The dragon was poised on the side of
the pool opposite the hexagon, with the bodies of the
Black Watch behind it.18 Cadorna and Gensor had fled
to a nearby room, and they emerged when they saw
the dragon die on Shal's command.19 Tyranthraxus
took possession of Cadorna, leapt into the pool,
drained its energy, and fled. The Pool of Radiance became a simple pool of clear water.20

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J,a-in 's
n trance

Valhingen Graveyard and Valjevo Castle


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Tale o
Boods
In the desire to have his songs remembered forever unchanged, Finder Wyvernspur, a harper, attempted to create
a human vessel to carry them. His failure resulted in a
warped self-image (named Flattery) and Finder's banishment from the Realms. He became the Nameless Bard.1 The
sorceress Cassana of Westgate learned of the attempt,
formed an alliance in which the puppet vessel (named Alias)
would serve evil goals, then rescued Nameless.
Knowledge came from Nameless; money from the Fire
Knives, who wanted revenge on King Azoun IV for their exile from Cormyr; life energy from Moander, whose worshipers wanted the ancient god awakened; the immortal
body from Cassana and the lich Zrie Prakis, in exchange for
the biddable power such a vessel could wield; and a soul via
the sacrifice of a pure being (the saurial Dragonbait) by the
extraplanar creature Phalse, who secretly copied the vessel
(Alias) for his own uses. When the symbols of the alliance
were tatooed on Alias's arm, Nameless finally realized the
others' intent and helped her and Dragonbait escape.2

The Tale of Azure Bonds


1333 3
Mirtul (May):
1
4
7

8
11

13
14

15
16
23
29

30

Alias is given life energy. Nameless helps


her and Dragonbait escape Westgate.4
Alias is found outside The Hidden Lady in
Suzail.5
Alias awakens, meets the merchant mage
Akabar Bel Akash, who tries to remove the
sigils. Later, Alias is rescued by Dragonbait.'
Sage Dimswart offers his help in exchange
for the retrieval of the halfling bard, Olive
Ruskettle, taken by a dragon.7
Alias, Dragonbait, and Akabar reach the
dragon Mist's lair and find Olive. Alias
challenges Mist to a Feint of Honor and
wins."
The party returns to Dimswart Manor.9
Wedding of Frefford Wyvernspur and
Gaylyn Dimswart. The sigils force Alias to
attack Giogi Wyvernspur. Party returns to
Suzail.'0
Party leaves Suzail for Yulash to investigate sigils."
Mist carries Giogi to Suzail, demanding
Alias. King Azoun sends Giogi to Westgate
to search.12
Party camps at ruins of North Gate Inn in
Shadow Gap. Alias meets her creators
Kalmari attack but are defeated."
Party reaches Shadowdale just after
dawn. Akabar waits at Elminster's tower
all night." Alias meets Mourngrym at inn
and Elminster at Selune's Hut. Elminster
gives Alias a "finder's stone.'"5 Phalse
bribes Olive to carry a locator ring.'B
Party leaves Shadowdale.'7 Giogi meets
Cassana aboard ship at Teziir, mistakes her
for Alias."1

Ches (March):

Kythorn (June):
4
5

Party camps outside Yulash."


Alias accidentally wakes Moander and is
engulfed. Akabar is seized."1 Mist appears
at camp. Dragonbait forces her to pursue
Moander.21
Mist attacks Moander in Elven Court.
Moander sends escape pod through another plane to hilltop near Westgate. Party
follows using the finder's stone.22 Moander
kills Mist but is destroyed by Akabar and
Dragonbait. Alias escapes and borrows
Giogi's horse. Giogi discovers the finder's
stone." Olive betrays party to Phalse, and
they are captured. Olive frees Akabar and
the Nameless Bard.24
At dawn sacrifice, Alias tries to kill Cassana instead of Dragonbait. Fire Knives
are destroyed in earthquake.1' The party
and Nameless are transported to the Citadel of White Exile. Alias learns her history,
sees twelve Alias images. Alias destroys
Phalse and the last sigil vanishes. Alias images also vanish.2'

19

20

21

Flamerule (July):
SD: Midsummer
Alias image Cat awakens in Zhentil Keep.27
5 Flattery Wyvernspur finds Cat after battle
near Yulash.28
Eleint (September):
Olive winters in Immersea, meets Alias image Jade More.2"

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12
18

25

Drone Wyvernspur adopts Jade.


Jade takes wyvern's spur from family
crypt on Drone's orders." Cat goes into
crypt and finds the spur gone. Drone locks
door.32 Giogioni Wyvernspur returns to
Immersea from Westgate late at night and
learns of the theft.33
Giogi visits Redstone Castle to discuss the
situation.34 Olive steals Giogi's purse. Jade
gives Olive the spur, hidden in her magic
pouch. Flattery mistakes Jade for Cat and
kills her." The spell on Giogi's purse
changes Olive into a burro, and she follows Giogi home.36
Giogi searches the crypt, finds Cat, and
rescues Steele.37 Amber Leona (Amberlee)
Wyvernspur is born." Drone is attacked
by Flattery's undead, then escapes and
hides in Giogi's attic.39 Giogi is attacked by
undead on Spring Hill.4" Olive returns to
her natural form.41
Olive visits Giogi and unknowingly gives
Cat the spur.42 Steele and Julia find the
spur in Cat's pocket.43 Giogi learns the
power of the spur and how to use it.44 Flattery kidnaps Amberlee, but Aunt Dorath
recovers her.45 Giogi (in wyvern form) battles and kills Flattery.4'
Giogi returns to Immersea.47

Trading
itards
Market
//a//

Suzall

Azoun could observe the entire city, even to the Fields


of the Dead, where the dragon Mist landed to issue
her bargain.6 The bargain was that she would depart
the area in exchange for knowledge of the whereabouts of Alias, for Mist learned from Giogi that the
swordswoman had been in Suzail.7
When Alias first arrived from Westgate by ship,
Dragonbait had left her (with a bag of coins provided
by the Nameless Bard) outside the entrance of The
Hidden Lady, an inn fairly close to the docks.8 Nameless had provided her with numerous memories, so
she was sufficiently familiar with Suzail to wander
through the city without guidance.9
After Akabar's failed attempt to remove the sigils,
Alias went in search of a cleric who might have better
luck. Aware that the temple district was in northeast
Suzail, she headed toward The Promenade, but on the
way she stopped at the Shrine of Lliira. In turn, she
checked or bypassed the temples of Deneir, Tymora,
Tyr, and finally Oghma.10 After her unsuccessful, and
frightening, visit to the Temple of Tymora, she walked
to the docks, along the boardwalk until it ended, then
along the sandy shore for a quarter-mile. There she
was attacked, but with Dragonbait's help she escaped
and returned to the inn.11 She decided she would have
to seek the advice of the sage Dimswart, three hours'
ride north of the city.12

Suzail, the "gem of Cormyr," was the major port on


the north shore of the Lake of Dragons and capital of
the kingdom.1 The combination of governmental and
trading functions made it a rich city, and, according to
Elminster, was "justly famous" for its bazaars.2 Virtually all the city except the dock area was enclosed
within the multitowered walls, which were broken
only by three gates: the Field Gates toward the burial
grounds to the west; Horngate, which opened on the
road that passed west of the King's Forest and eventually reached the High Horn; and Eastgate, through
which one could reach Arabel to the north or Sembia
to the east.3 Trading and rental yards occupied open
areas between the walls and the nearest through
streets between the gates and the shipping docks."
Two major official areas included the royal docks and
associated shipyards and barracks in the southeast,
and the numerous governmental buildings near the
palace in the north.
The Promenade, a broad cobblestone road that
curved from Horngate to Eastgate, encompassed the
governmental complex.5 The palace of King Azoun IV
lay slightly off center, surrounded by the celebrated
Royal Gardens on the north and Lake Azoun on the
south. The huge group of interconnected buildings
known as the Royal Court filled much of the area between Lake Azoun and The Promenade, while lesser
official structures occupied the space between the
gardens and the north wall. From the palace tower
Troy Banks (order #7058520)

119

ueenet
3ac/f Ooor
Corjstnietlof?

Cave
ntnance

(B/ockeet6

Mist's Lair

Alias lowered herself from the ledge by securing a


rope to the large stalagmite next to the waterfall.11
The cavern was five hundred yards across, comfortably roomy even for a dragon of two hundred
feet.12 The dragon's treasure filled much of the cavern
floor, forcing Alias to pick her way across to the bard's
cage. An equally large pile of bones added to her caution. In spite of her stealth, the dragon awoke.13 The
bard was able to slip across to the waterfall while
Alias challenged the dragon, but after Mist lost the
Feint of Honor, she was so angered that she launched
a parting blast of flames after the departing adventuress and bard, melting the rock and sealing the secret
door. Fearing further reprisals, Akabar magically
erected a wall of stone across the lair's main exit; but it
was only temporary." Once it was gone, Mist was
again able to overlook the road from Suzail to Waymoot, and so heard and captured Giogi Wyvernspur
as he rode along.15 Thus, she learned eventually of
Alias's journey to Yulash.16

LcriR
In payment of his services Dimswart asked Alias to
retrieve the bard hired for his daughter's wedding.
Fortunately Alias had not been asked to slay the
dragon, or she might have eventually needed the healing services of the clerics of Tyr, like the earlier party.1
That party obviously was unaware of something
Dimswart knew: the lair's secret back door.2
The lair was occupied by Mistinarperadnacles Hai
Draco, a red dragon.3 It was a natural cavern, apparently once used as a temple.4 The back door Dimswart
knew was the opening cut by a small stream between
beds of soluble rock, which had gradually dissolved a
low-ceilinged, undulating passage.5 About fifty yards
into the main channel an area of more resistant rock
caused the passage to constrict to shoulder width,
forcing Alias to splash along in the icy water.6 Other
streamlets had also cut and dissolved many smaller
passages in the area; but where water had seeped in
from vertical as well as horizontal cracks, it had
caused breakup of the bedrock over a large area,
forming a domed-ceiling cavern.7 The holes dissolved
overhead provided light to the lair, as well as that coming through the lair exit.8
The channel which Alias followed ended twenty
feet above the floor of the lair cavern, and the stream
fell noisily to a small pool below.9 Alias could see the
bard on the far side of the cavern. Olive's roughly
made cage sat atop an altar carved into the stone. Below, the wall had been shaped into a dais and steps.10
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Alorth ffat&Jnn.

Gap
The closest route between Suzail and Yulash via
Shadowdale was a ranger's trail that left Calantar's
Way north of Gnoll Pass. The trail passed through the
Stonelands until it joined the road from Tilverton that
climbed to Shadow Gap.1
Shadow Gap wound into the southern reaches of
the Desertsmouth Mountains.2 The gap had been cut
by spring meltwater, and was so tortuous and steepsided that no more than an hour of sunlight ever
reached the floor of the gap, giving rise to the name.
To allow caravan passage, a series of switchbacks had
been cut.3
In spite of the scrubby vegetation and lack of sunshine, a picturesque beauty had surrounded the
North Gate Inn at the pass. The inn's common room
had a stone floor, gourd lamps suspended from the
beamed ceiling, and a fire pit opposite the dais for entertainers. The party anticipated the comfort of the
resort and was shocked to find it destroyed."
Although the fire damage looked old, it really had
occurred while Alias was rescuing Olive.5 The destruction was the work of the Iron Throne, a cutthroat "trading" organization trying to establish a
foothold in the north, and the kalmari that Cassana
"lent" the group. She already planned to station the
monster in the pass to wait for Alias. The kalmari remained, much to the party's dismay, but they were
able to slay the creature and continue to Yulash.6

Shadow Gap and the North Gate Inn


Troy Banks (order #7058520)

121

concealed a hidden door that led to the rest of the surviving structure, used by the cult of Moander."
All the cult's efforts to penetrate the prison of Moander had been unsuccessful, yet to Alias, the nonborn,
the spell-sealed wall reacted as if it were only an illusion.16 Her touch allowed her to pass, and once she
had been drawn through the wall, the bricks crumbled and Moander was freed.17 With Alias entangled
inside it, the Darkbringer oozed up the pit, rolled over
the rubble, crushed a new breach in the wall, and
headed toward Westgate.18

One thousand years before Alias sought to reach


the ruined city of Yulash, a huge temple complex
stood atop the highest hill between the Elven Court
and Moonsea, a complex honoring Moander the
Darkbringer.1 The constant menace forced the elves
to burn the complex and "lock up Moander deep beneath the ruins of his temple."2 The surviving cults had
a prophesy that Moander would be freed by "a nonborn child," hence the cooperation of those cults in
Alias's creation.3
The strategic locale and elevation of the high hill
prevented its being abandoned. Although the hill was
not tremendously steep, it was high enough that from
the highest citadel one could see "the fog roll off the
shores of Moonsea" fifty miles away.4 The intersecting
roads made the site economically as well as strategically important.5 So, above the rubble of the temple
complex a fortified market town was built, and it
stood until the recent Flight of Dragons.6 Subsequently, the rival forces of Zhentil Keep and Hillsfar
battled over the ruins.7
The continuous fighting had so strewn the plain
around Yulash with debris, that Alias and company
were able to travel undetected even though they
could see the hill a full day or more before their arrival.8 They camped behind an overturned wagon. At
dawn, Alias crossed the quarter-mile to the base of the
hill, then climbed another quarter-mile to the wall. Although the wall had at least a dozen portals, she
squeezed through a narrow hole.9 The citadel had
stood atop the crown of the hill.10 It had been rebuilt
by the occupying Zhentilar and lay ahead and slightly
east of where she entered, so she turned west, walking over razed walls to avoid soldiers in the streets.
Entering the southwestern section of the city, she
caught a glimpse of a familiar emblem in the rubble
across the roadway: the symbol of Moander."
The rubble was the remains of a ring of stones encircling a pit two hundred feet deep, though the midden of trash and human refuse dumped there by the
occupying forces had filled at least thirty feet. A narrow stair spiraled down the pit wall, ending at a stone
platform halfway to the bottom.12 The pit originally
must have been a well and was built upon, with its
walls increasingly high, to accommodate the centuries' accumulation of debris; the stairs were built to
descend to the well platform. The destruction by the
dragons finally made the well's original use impossible; however, more recent occupiers had simply
used it as a dump. Alias could see Dragonbait's footprints on the stair and the platform, but they suddenly stopped. On the moss-encrusted wall the light
of the finder's stone revealed the outline of a door: the
entrance to the Temple of Moander.13
All that Alias could see as the foot-thick stone door
swung open was a single passageway with ugly carvings along the walls. At each turn, the corridor widened and the carvings became larger and more
obscene and gory. After a final turn, the corridor appeared to stop at a wall of blue-glazed brick laid with
red mortar.14 Unobserved by Alias, the wall carvings
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The Temple o Moander

ffossCovered
floor*

Afoa/on^S

/*9o anc/er

Quarters
Trash
Shambling Control
Afounc/
(puanters

&

CSpe//bounctSricJf)

Immersea, Redstone Castle, and Giogioni's Ibtvnhouse


Troy Banks (order #7058520)

plinths of stone shaped like fangs and pointing inward


toward the bonfire and stone sacrificial altar in their
midst.14 Beside the altar Phalse formed the interplanar
portal-pool that could provide the power to bind Alias
as Dragonbait was sacrificed, but Alias, "the puppet,"
misbehaved. All of the conspirators except Phalse
were destroyed in the melee that followed.15 As the
party stepped through the portal in pursuit of Phalse,
they found themselves atop the Citadel of White Exile.16
The citadel was hardly in Westgate. It lay on the border between the Positive Material Plane (or Plane of
Life) and the Para-elemental Plane of Minerals (or
Plane of Gems) and had served as the Nameless Bard's
prison.17 The citadel was a single tower with multiple
chambers served by a maze of passages, but to reach
the inner stair from the roof of the citadel, the party
was forced to pass between the crenelations and descend single file on a narrow outer stair with no railing.18 In the base of the tower was a large hall. The
former feast hall now held Phalse's reward for his
participation in the Alias conspiracy: twelve Alias images, each varied to suit his intent.19 Outside the crystal doors to the great hall was a walled courtyard with
another portal-pool. This one led to the Abyss.20 From
the cache of magical items in the depths of the citadel
Nameless obtained a crossbow, but Elminster's sudden appearance stopped the bard from using it.21 Alias
and Dragonbait killed Phalse, the last master, and
were free of their azure bonds; but the Alias images
disappeared as Phalse did. Olive wondered where
they had gone.22

Westgate
For Alias, the tale of azure bonds began and ended
at Westgate. It was there she was created, from there
she was helped to escape, and to there that Moander
returned her to complete the unfinished binding of
her will.1
Westgate, on the south shore of the most western
arm of the Inner Sea, was an important transshipment point between the water routes of the Inner Sea
and the overland routes south, west, and east.2
Westgate's role was similar to that of Suzail's, but on a
much more far-reaching scale. Although the cities
were fairly similar in land area within their walls, less
of Westgate's land was devoted to the trappings of
government.3 Instead, the rulers of the city were the
prominent merchant-lords, each with a family castle,
most of which were in the southeast.4 In Westgate, unlike Suzail, the trading yards lay outside the city walls,
and so a scattering of inns, stables, and other related
outlets were also available outside. Alias's party
stayed briefly in a warehouse room of the Rising
Raven, near the South Gate.5
The party's stay at the inn was brief because they
were recaptured. The building to which they were
taken was "a simple, two-story merchant house just
inside the city wall."6 The structure held more than
met the eye, however, for tunnels passed from the cellar, below the city wall, and surfaced in a ruin beyond.7 The ruined house was close enough to the inn's
warehouse to allow the party to be unnoticed when
they were taken between the two.
The room arrangement of the house was common,
with living and dining rooms on either side of the entry hall, kitchen and lesser rooms in the back of the
first floor, and sleeping rooms and a bath on the second.8 Each level had a corridor running the width of
the house, between the front and back sections.9
Phalse's opulent bedroom, to which Olive was taken,
was opposite the brick-walled room in which Alias,
Akabar, and Dragonbait first were held; as Olive
peered through the keyhole, she could see them as
they were carried away.10 The room next to their cell
had been arranged into a throne room by Cassana,
and Zrie's transparency spell allowed the captors and
captives to see and hear without physical access.11
The second level was reached by a stair at the back
of the entry hall, just at the intersection with the long
corridor. At the end of the corridor opposite the
kitchen was a statued alcove, the secret door to the
dungeons. A spiral stair inside the door descended to
a passage cut into the rock. Three barred arches
opened to cells on the right-hand side. The second cell
held the Nameless Bard, and Akabar was locked in
wall shackles in the third, but the first was empty.
Alias and Dragonbait were still in their captor's
hands.12
One distinctive landmark of Westgate was a ring of
seven mounds just below the last rise west of town.
Each of the hillocks was topped by a ring of standing
stones, and one such ring, the Hill of Fangs, was the
gathering place of the worshipers of Moander.13 The
standing stones were not mere pillars but huge red
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I r? /?

/aoo

The House

Westgate, The House, and the Citadel of White Exile


Troy Banks (order #7058520)

zooo

(closer to the stairs than Olive's closet), and another


faced north. From the north window the halfling was
able to climb onto the roof and reach the peak." From
there she could see Redstone Castle.

With Alias in Shadowdale, Olive Ruskettle eventually went to Immersea in Cormyr for the winter.
There she once again became an important part of the
ongoing tale of the azure bonds, for she met, befriended, and trained Jade More, one of the Alias images.1 Because Jade removed the heirloom wyvern's
spur from the family crypt, upheaval resulted for yet
another of the participants of the earlier part of the
tale: Giogioni Wyvernspur.
Immersea was the ancestral home of the Wyvernspurs. It stood on the road between Suzail and Arabel
where it crossed the small Immer Stream on the western reach of the Wyvernwater.2 It was an unfortified
community of "about a hundred structures" surrounded by farms.3 The most important locations to
the tale were Redstone Castle, the Wyvernspur home;
the family crypt and catacombs on Graveyard Hill; the
House of the Lady, an open temple to Selune atop
Spring Hill; the Five Fine Fish, a popular inn where Olive entertained; the expensive Immer Inn, frequented
by Giogi; and Giogi's townhouse.4

Redstone Castle
The ancestral home of the Wyvernspurs was a
fortresslike manor constructed of sandstone and was
so imposing that Cat shuddered when she saw it.19 Its
walls formed a diamond, with a tower at each point,
and only by passing through the main gate into the
courtyard could one reach any entrances to the structure. The castle was really only two main blocks of
buildings connected by walls, however. The block to
the right of the gate contained the stables, armory,
quarters, and other necessary rooms for the watch
contingent under the command of the Lord of Immersea. The true manor house portion stood opposite the
gates.20
The manor was two stories high. A broad outer stair
climbed to the grand entrance hall.21 Two sweeping
staircases curved to a balcony opposite the entrance.22
The foyer below the balcony gave access directly to
corridors to the public rooms, including assorted
meeting and conversation rooms, a dining hall, and a
library; the doors in the midst of the foyer led via an
anteroom office into the largest chamber of the castle:
the main reception hall. The columned hall stretched
far enough to allow archery contests along its length
and was large enough to contain the entire population
of Immersea. At the far end, Sudacar had placed his
desk and (somewhat incongruously) a rack of his fishing rods. To the former adventurer the hall seemed a
"stuffy little closet."23
The balcony at the top of the curving stairs opened
on corridors matching the ones below, running
northwest and northeast. The northwest corridor
contained the parlor, while the nursery was in the
northeast wing. Between the two wings was the corner watch tower containing Drone's laboratory.24 Tb
reach Uncle Drone's lab from the parlor without being seen by Aunt Dorath in the nursery or running
into Julia or Steele, Giogi was forced to sneak Olive
and Cat down the back stair and through a maze of
corridors and stairways in the servants' section until
he reached a tunnel.25 The door from the tunnel
opened onto a small room in the base of the tower,
from which a tightly spiraling iron stair climbed to another door. It entered directly into the circular lab,
which was forty feet in diameter.26 Although the laboratory was three flights above the family rooms on
the second floor, Drone was able to hear Gaylyn's
shriek from the nursery.27 The baby had been taken,
and the stage was set for Giogi to take up his family inheritance: the bane and the blessing of the wyvern's
spur.

Giogi's Tocoaboase
Giogi chose to live in town, in the midst of the action
and away from his Aunt Dorath's critical tongue.5 The
two-story townhouse, which had belonged to his parents, was the last building in the southwest part of Immersea.6 An iron fence enclosed a formal garden in
front and a kitchen garden in back, and on the right
side was a carriage house large enough for Giogi's
buggy, two horse stalls, and some storage, and high
enough for a hay loft.7
The doors of the townhouse faced the street and
opened onto a large, high-ceilinged entrance hall. Opposite the front doors were the doors to the parlor,
and right of those were the doors of the dining room.*
The parlor filled the southeast corner of the townhouse, so through its high windows one could see
Redstone Castle.9
To the right of the entrance hall doors, a broad,
open stair rose to a landing and turned to climb to the
upper level. Beneath the stair was the closet in which
Giogi created chaos while searching for his boots.10 An
archway to the left of the closet opened onto the corridor to "servant's land," which contained a small butler's pantry and Thomas's quarters on the right, and
the kitchen on the left."
At the top of the stair, a corridor lined with six doors
ran the width of the house.12 The door to Giogi's room
(formerly his father's) was just left, across from the
steps, so that Cat passed it as she went to the lilac
room (formerly Giogi's mother's).13 Giogi's old nursery
was tucked beyond the lilac room." The red room, a
purposely impersonal room for guests, was right of
the stairs, across the corridor from the bath.15 At the
far end of the hallway was the door Thomas entered
to carry a tray to Uncle Drone in the attic.16
The attic was somewhat finished, for it contained a
closet in which Olive was placed after being discovered by Drone.17 A dormered window faced south
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Tmmersea.

/ooo

(ft* Mmnaf S*ct/*n)

Immersea, Redstone Castle, and Giogioni's Ibwnhonae


Troy Banks (order #7058520)

AoataR
Tales
Of all the tales of Shadowdale, the
most important were the avatar
tales, for when the gods were
forced to walk the Realms in the
forms of mortal avatars, chaos resulted. Only the return of the Tablets of Fate and the honoring of the
original principles that the tablets
detailed would reestablish the balance.1 The restoration was not
brought about by the gods, however, but by a party of mortals
driven by need, duty, and desire.
Kythorn (June):
1

14
15

20
28

29

30

Kelemvor, Cyric, and Adon expose the


Zhentil Keep agent Knightsbridge, who
had infiltrated Arabel's city guard; the
traitor escapes.2
Bane, God of Strife, and Myrkul, Cod of
Death, steal the Tables of Fate, thinking
to gain freedom from Lord Ao's control.3
Mystra transfers much of her power to
Midnight of Deepingdale.4 Arrival of the
gods in the Realms.5 Banes arrival destroys much of his temple in Zhentil
Keep. A misfired spell makes his avatar
hideous.11
Bane battles and imprisons Mvstra in the
ruins of Castle Kilgrave. Charm of the
lady flies to Arabel and enters Caitlin.7
Midnight awakens in a cottage north of
Immersea and leaves for Arabel.' Kelemvor, Cvric, and Adon meet with Caitlin
and make plans to rescue her mistress.
Midnight joins as a mage."
The party leaves Arabel by highsun.10
The ruler of Arabel learns of their departure, suspects conspiracy with
Knightsbridge, and sends trackers to arrest them."
The party camps at a colonnaded pool.
Caitlin answers Mvstra's summons.12
Knightsbridge returns to Zhentil Keep.13

Flamerule (July):
SD:

2
3

5
6

Midsummer
The party arrives at Castle Kilgrave in
late morning.14 Kelemvor metamorphoses into a panther.1' Midnights magic
crumbles Bane's spells. Mystra escapes,
injures Bane, and climbs the Celestial
Stairway. When Helm destroys Mvstra's
avatar, she sends Midnight to Shadowdale to warn Elminster.16 Castle Kilgrave
collapses.17 The party camps south of
Gnoll Pass.ls
Bane awakens in Zhentil Keep and plans
attack on Shadowdale."
The party is ambushed. Midnight's spell
goes out of control, and Elminster
brieflv appears to counter it.20
Knightsbridge is chosen to lead the attack; he leaves to hire mercenaries.21
Kelemvor metamorphoses, and party is
driven from Tilverton. They flee all day
and night.22
The party's pursuers finallv stop, but an
earthquake forces the party to continue
through Shadow Gap during much of
the night.21 Emerging from the gap, the
party meets trackers from Arabel. All
camp until morning.24
Falling glass forces the party and trackers into Spiderhaunt Wood. An attack of

spiders kills manv. Midnight teleports


survivors to near Shadowdale. They arrive late at night and are taken to the
Tower of Ashaba.2s
8
The party is admitted to see Elminster.26
Bane's assassins massacre Shadowdale's
clerics of Tvmora."
9-17
Shadowdale prepares for war." Bane's
armv marches.29
18
The Battle of Shadowdale is fought. Both
the Celestial Stairway30 and Bane's avatar are destroyed.11 Elminster falls into
the rift. Midnight and Adon are charged
with his murder.32
20
The trial and condemnation of Midnight
and Adon occur. Execution is set for
dawn.33 Cyric frees Midnight and Adon.
Lhaeo gives them a spellbook and provisions.34 They row on the Ashaba, toward
Tantras, where Elminster had told Midnight one of the Tablets of Fate was hidden."
21
Mourngrvm convinces Kelemvor to pursue the fugitives."1
21-29 The escapees travel down the river.37
25
Kelemvor's hunters turn east through
Mistledale to the Standing Stone.3"
Mvrkul returns Bane's being to Faerun,
and Bane possesses Fzoul.39
28
The Shadowdale hunters reach Blackfeather Bridge and camp there.4" Bane
sends assassins to the bridge.41
29
Struggles occur at Blackfeather Bridge.
Werepanther Kelemvor attacks the dalesmen. Assassins capture Midnight and
Adon. Cvric escapes in the river and
joins the Zhentilar of Scardale.42

Eleint (September):
SD:

2
3

4
5

6
11

Eleasias (August):
1
2
3

4
5

10
11
12
13

The Zhentilar defeats a Sembite patrol.


Cvric is appointed second in command.43
The Zhentilar commander is killed.
Cvric becomes commander.44
Assassins reach Scardale with Midnight,
Kelemvor, and Adon.4' Kelemvor covers
Midnight and Adon's escape.4* Sembian
Resistance members lead Midnight and
Adon to a safe house.47 Bane offers to
cure Kelemvors curse in exchange for
drawing out Midnight.4"
Kelemvor states that he accepts the
terms and is cured, but he plans a double cross.4*
Kelemvor appears at the Sembite safe
house and tells Midnight of his cure.50
The party sails at night. Midnight destroys one of the pursuing ships."
The partv reaches Tantras and begins
searching for the Tablet of Fate." Elminster appears at an inn in Tantras, investigating the party 1 Midnight goes to the
temples, Kelemvor to the harbor, and
Adon to the Temple of Torm.54
Kelemvor sees Cyric at the Dark Harvest." Midnight visits the bell tower of
Aylen Attricus.56 Adon meets Lord Torm,
tells him of his search, and urges him to
investigate the activities of his clerics.
Afterward, those clerics imprison
Adon.57
Elminster helps Adon escape the temple.
The party hides."
Cyric reports to Bane in Scardale. Bane
plans an attack on Tantras.5a
Bane takes a statue as his avatar and sacrifices his assassins for power.60 Zhentilar troops sail."
Torm confronts his clerics, takes form of
a lion statue, and gains energy from the
deaths of his followers.62 Banes avatar
and fleet arrive at Tantras.63 The Battle
of the Avatars begins. During battle, the
heroes retrieve the tablet from the Temple of Torm.M Elminster tells them the
second tablet is in Waterdeep.65 Midnight rings the Bell of Avlen Attricus to

128
Troy Banks (order #7058520)

raise a protective shield over Tantras.**


Bane and Torm destroy each other,'"
14-17 Kelemvor and Adon help reorganize
Tantras.*"
18
Midnight, Kelemvor, and Adon sail from
Tantras. Cvric follows.*9
25
A storm begins.70
28
The heroes are put ashore near the Immerflow.7' Myrkul's zombies attack the
camp. Cyric helps fight from his hiding
place.72

13
15
16
20

21

23
26

Harvestide
Cyric's company raids the halfling village Black Oaks. Cyric takes Sneakabout's magical sword.73
Cyric's company stays at a ruined castle
called "The Haunted Halls" near
Eveningstar. Several persons are killed
by Bhaal.74
The heroes find survivors of Black Oaks.
Sneakabout offers to guide them.75
The heroes reach Eveningstar and stop
at an inn. Cvric appears, then leaves."*
Sneakabout reports a Zhentilar band,
and the partv flees.77
The heroes join a Cormyrian patrol.'"
The party stays at High Horn. Bhaal appears. Midnight imprisons him.7* A
Zhentilar band is driven through the
pass and camps overlooking the road."0
Cormyrians escort the party to Yellow
Snake Pass. The Zhentilar ride ahead to
scout and track.81
Bhaal's prison is broken, and he escapes."2 The Cormvrian escort departs at
the foot of the pass, and the party's camp
is surrounded bv Zhentilar. After a
standoff, Cyric kills Sneakabout and escapes."3
The heroes reach a magical curtain
across the road and are forced onto a
trail.84
They reach the top of the pass and descend far by dusk.8'
Midnight leaves the others before
dawn.** Kelemvor and Adon take all day
to reach the place she left the horses.""
Halflings attack the Zhentilar at an inn
west of Hill's Edge, but they eventually
fail."8 Midnight arrives later, overhears
Cyric, and attacks. Bhaal captures her."9
Kelemvor and Adon reach the inn and
find Midnight's horse. They begin tracking."" Bhaal allows a brief rest just west
of the forest. He tells Midnight his plans
for her to recover the second Tablet
from Bone Castle in Myrkul's Realm via a
portal in Dragonspear Castle.91
Kelemvor and Adon find Cyric and learn
of the abduction. They reluctantly form
an alliance.92
The alliance reaches Boareskvr Bridge.
Bhaal attacks. Cvric kills Bhaal with
Sneakabout s sword, and Midnight teleports them halfway to Dragonspear Castle.93 leaving Cvric, the rest walk.1*4

Marpenoth (October):
1

3-10
11

Zombies attack at Dragonspear Castle.


The tablet is taken.95 Midnight, Kelemvor, and an injured Adon all fall into a
subterranean river. Midnight is sucked
into a whirlpool.9* Kelemvor avoids it
and exits into a lake, but he is frozen
there until evening.97 Adon is found bv a
gnome in his well.98
Midnight reaches the Fountain of Nepenthe in Kanaglym, where she rests.
Kelemvor is given a horse by a passing
companv.99
Midnight walks in the Fugue Plain. "*'
Midnight reaches Myrkul's city and
meets Sneakabout's spirit.101

B.Z3 -Rescue /////ance formed


\
. ZO-7nn A'ear

/lustra gif-l
ftictn;j'ht-/f./.

'm ensionaf

o
The Avatar Tales
12
13
14

15

Midnight reaches Bone Castle and rests nearby.


Midnight calls the tablet to her and uses a "worldwalk" spell to
reach the gate, but the portal doesn't close. She forms a prismatic sphere to block the gate and is caught within. 'z
Kelemvor reaches Waterdeep and is taken to Blackstaff Tower.1"3
Cyric follows zombies into Waterdeep and overhears Myrkul's
plans.'04 Kelemvor, Elminster, and Blackstaff go to the Pool of
Loss and find Midnight's sphere. She eventually emerges.105
The Battle of Waterdeep begins. Myrkul destroys the prismatic
sphere and releases his denizens.1 Myrkul goes to Blackstaff's.
Kelemvor takes the tablet. Myrkul dies.'07 Adon arrives at the
tower. Elminster goes to seal the Pool of Loss.10* Cyric reaches
the tower, reinjures Adon, kills Kelemvor, injures Midnight, and
takes the Tablets of Fate.1 Adon and Midnight pursue Cyric to
Mount Waterdeep. Helm meets Cyric and Midnight at the foot of
the Celestial Stairway, then returns the tablets to Ao, who destroys them."0 The Time of Departure occurs. Cyric becomes
the new god of strife and death. Midnight, the Lady of Mysteries, takes Mystra's name and place in the pantheon. The gods
leave the Realms and collect their faithful from the Fugue
Plain."1

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Troy Banks (order #7058520)

round table in Manshoon's high, paneled feast hall


served as a meeting place for the high lords of Zhentil
Keep's council. The paneling and flagstone floor did
not give the hall a warm air, however, for clinging to
the high rafters were hideous gargoyles that came to
life when Manshoon needed them as guards. The
doors of the feast hall opened from an entryway so
high that it allowed passage of a stone golem guard six
times the height of a normal person.11
A stair climbed from the entryway, giving access to
Manshoon's laboratory and other rooms related to his
abilities as a powerful mage, as well as to sleeping
chambers and similarly mundane rooms.12 The Tower
High contained one feature that was far from mundane, however. Deep in its bowels was the lair of Manshoon's personal black dragon, Orlgaun. When it was
called, great stone doors opened onto the courtyard,
releasing the creature. Clutching at the rough stone of
the tower, it climbed to the peak, allowed the mage to
mount, and departed."
Fzoul's Tbwer was part of a complex devoted to
Bane that was called "The Black Altar" or "The Dark
Shrine."14 The tower was traditionally the private residence of the head of the Church of Bane, but in spite
of the rift between Fzoul and the more orthodox clerics, he had occupied the structure for so long that he
retained control.15 Fzoul's Tbwer rivaled that of Manshoon in height. It was relatively narrow but rose between seven and eight stories above the city streets.16
The tower was square with a stable built into the base
near the small courtyard. A feast hall, laboratory, private office, and quarters for the guard-servants completed the simple layout. Behind the guardroom was
the stairwell to the living quarters, studies, storage areas, and research facilities of the upper levels. Below
the ground floor stairs was a secret passage from the
temple, which ended in Fzoul's courtyard, at a door
disguised by a statue of Bane. High above, the stair finally climbed to the flat roof, which reportedly contained three wyverns.17 The patriarch of Bane was
probably in his own tower when the forces of the orthodox Imperceptor attacked, allowing the rival cleric
Sememmon in the main temple a clear shot at the high
balcony on which Fzoul stood.18

Keep
One of the most influential cities on the Moonsea
was Zhentil Keep. Located just west of the mouth of
the River Tesh, the city had access to water and land
routes in all directions.1 The power-hungry forces of
Zhentil Keep used this access to gain control over
nearby areas, making rivals such as Hillsfar in the
process.2
There were competing factions within Zhentil Keep
as well. Although the city was nominally ruled by
Lord Chess, the true power was a coalition of mages,
thieves, and assassins under the command of Lord
Manshoon. They were known as the Zhentarim but
were called "the Black Network" by those who opposed them.3 The pervasive atmosphere of viciousness colored the city. It was there that the Alias image
Cat of Ordulin appeared and was conscripted for the
army; and it was there that the infant Cyric was sold
for profit, and where he later was swept up as an apprentice in the thieves' guild."
Even within the temple of Bane there was rivalry,
for Lord Fzoul, high priest of Bane, was allied with a
force called the Black Watch, much to the disgust of
some of his fellow priests.5 The "powder keg" community must have seemed ideal to Bane, the god of strife,
as he selected the base of operations for his avatar.6

Tbe City
Zhentil Keep, understandably, was well fortified. Its
black granite walls rose forty feet above the river,
higher than all but the tallest buildings within. The
two largest gates allowed access northwest to the Citadel of the Raven and south to Yulash via the road that
crossed the great bridge over the river mouth. Two
lesser gates admitted traffic from Teshwave and
Phlan. The walls were periodically relocated, and the
old ones razed, to allow expansion of the population
while still maintaining the exterior integrity of the fortification.7
The center of Zhentil Keep was the Inner Quarter,
which contained shops, inns, taverns, an arena, and
the home of the quarter's magistrate, who was part of
the "official" government.8 In spite of the variety of
services in the Inner Quarter, however, convenience
allowed the outlying inns and taverns (nearer the city
gates and harbor) to demand higher prices for lower
quality.9 The largest buildings in the citythe Tower
High, residence of Lord Manshoon, head of the Zhentarim; Fzoul's Tower, official residence of the high
cleric of Bane; and (immediately adjacent to it) the
Dark Temple of Banelay just outside the Inner Quarter.10

Tbe Temple o f Bane


The Temple of Bane was also known as the Dark
Temple. Although the various names applied to the
temple and its complex probably originated due to the
nature of Bane, they could equally have referred to
the structures' color. The walls were of black granite,
just as the city walls were; yet legend reported that
the temple was not constructed by normal means, but
was formed in Bane's dimension of Acheron and
brought to Zhentil Keep stone by stone. The temple
originally was six stories high with "imposing towers
jutting upward like black serrated blades."19
The first floor of the original temple contained a
warren of small rooms including a small chapel
flanked by offices for the high cleric and his assistant.
After the rift with Fzoul, these became a small apartment for the acting high priest. Elsewhere on the
ground floor were watch posts, torture rooms,

T b e TocoeRS
Manshoon's residence, the Tower High, seemed a
fairly typical tower. It had an open courtyard surrounding its base (periodically broken by minarets),
and an observation platform on the roof. Like the
homes of many important figures, the tower conveniently served for both public and private needs. A
130
Troy Banks (order #7058520)

Zhentlf Keep

the. Citadel
of the f?o*en

fOOO

xoao

dungeons, and the secret passage to Fzoul's Tower.20


The bulk of the original temple was filled by an immense cathedral that reached up into darkness above
the floor. Numerous "spans of stone" leapt from balcony to balcony on the upper levels.21 In the walls surrounding the central cathedral were a variety of
rooms, including the large chamber where Fzoul held
a meeting following Manshoon's disappearance, overlooked by an eye tyrant hidden within a curtained alcove at one end.22
The temple's openness was one of the reasons
Bane's arrival so quickly destroyed it. The structure
glowed red, then collapsed inward into a molten
mass. All that remained unharmed was the black
throne of Bane.23 With the throne as the heart, a new
temple was built. Bane ordered his assistant to delve a
long secret passage into the rubble behind the throne.
This area was Bane's "Chamber of Meditation," private
quarters where he could eat and sleep, thus hiding
the avatar's physical needs from his followers.24 Having adjusted quickly to his quasi-mortality, Bane immediately began plans to continue what he and
Myrkul had begun: gaining control of all the Realms.

Observation
P/atfa/vn

fiansfyoaei'9
Apartment

Zhentil Keep and the Ibwer High

Troy Banks (order #7058520)

131

The Dark lemple


Troy Banks (order #7058520)

//ouse

o-p

The

/OOO

/JToo
Arabel

broke the strong walls of the merchant city: Eastgate,


High Horn Gate, and Calantar's Gate." Between the
gate towers the wall was broken by lookout towers.
On the highest of these, the one next to the citadel, Kelemvor had battled Knightsbridge.7
The most prestigious section of Arabel was in the
north. The citadel and the opulent palace stood in the
center, with numerous multitowered mansions belonging to merchants and/or Cormyrian nobles scattered nearby8 Just east of the citadel was the "House
of the Lady," the Temple of Tymora, selected from all
the temples in the Realms to be the favored locale of
Tymora's avatar after the Arrivalalthough her appearance destroyed the structure, just as Bane's had
melted his.' A far less imposing temple in a grove just
south of the palace honored Sune, and it was there
that the cleric Adon had his humble quarters.10
The city contained a large number of inns and taverns. As the Pride of Arabel was full, Midnight was directed to the Scarlet Spear, a short distance away."
Not all the inns were necessarily inhabited by visitors,
however. Cyric's room was in the Night Wolf Inn, just
outside the High Horn Gate, and Kelemvor stayed at
The Hungry Man, to which he took the frail-looking
Caitlin after meeting her a block away, outside the
house of Gelzunduth.12 After sending Adon to Gelzunduth's to obtain forged documents, then on to find
Midnight, the party left the city in the morning to begin Caitlin's questrescuing the goddess Mystra from
where Bane had imprisoned her in Castle Kilgrave.13

Arabel was the second largest city in Cormyr, about


half the size of the capital city, Suzail.' Although Arabel sat astride a crossroads, the absence of water traffic and the less-traveled routes north of the Inner Sea
resulted in less trade. Nevertheless, there were several merchant yards on the outskirts of the city and
several warehousing areas lining the walls and filling
the center of large blocks. The relatively small open
bazaar was most convenient to the road from Sembia,
indicating that much of the trade was from that direction.2
Although Arabel was under the crown of Cormyr,
its local ruler, Myrmeen Lhal, carried the control and
status of an independent governor. Her policy was
one of "laissez-faire" as long as no one was hurt and
the crown was not endangered.3 When the
Knightsbridge conspiracy spread rumors that would
have threatened Arabel's trade, however, she was
obliged to intervenewith the result being that Kelemvor, Cyric, and Adon briefly gained a measure of
fame, though it was tainted by the traitor's escape.4
Their fame brought with it free service in the most
expensive inn of the city, the Pride of Arabel. It was
there the trio met to discuss another quest, and, by
chance, Midnight of Deepingdale was present.5 The
Pride lay in the heart of Arabel, just east of the busy
intersection lined with shops where Calantar's Way
from the south joined with the main east-west road of
Cormyr. These routes entered the three gates that
133
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E^CorstJe Kilgrzaae
Castle Kilgrave stood on a hill that rose from the
floor of a valley. The road curved around the base of
the rise to the gate in the west wall of the castle,
crossing the long since empty moat on a drawbridge
that hung partially open. The castle once had been
magnificent, but it had long since fallen into disrepair. From a distance, its bare, bleak walls appeared
like "bones left out in the sun to bleach."1 As the party
seeking the Tablet of Fate approached the ruins,
however, Bane's spell-shaped changes became apparent. The bleached and crumbling walls seen from
afar now seemed to be of a seamless other-worldly
material of black laced with red. Bane had amused
himself during his visits to the castle by attempting
to reshape the ruins into an echo of his Temple of
Suffering in Acheron, calling the refurbished ruin
New Acheron.2
The castle's design was simple: a perfect square
with a thousand feet on a side and cylindrical towers
fifty feet high placed in each corner. Thirty-foot-high
walls connected the windowless towers, and on the
west a "massive obelisk jutted from the wall."3 The
drawbridge could be lowered from the center of the
obelisk to bridge the moat, but didn't do so until
Cyric climbed partway up, dropped fifteen feet to
the floor beyond, and freed the rusted mechanism.
The castle rooms were built against the fortress
walls, leaving open only the central courtyard/ The
first room of the keep was a vast main entry hall with
a corridor opposite the entrance.5
Some of the sites seen by those in the party as they
entered the castle were accurate and some were
magical shapings. As Caitlin had warned them, "the
walls live and breathe . . . can close in on you, shape
themselves to put you in a maze."6 Nevertheless,
many of Bane's images had failed or merely reflected
the original shape, so when Midnight's magic later
destroyed his spells, the ground level corridors
looked much the same as they had when the party
first explored them, both in layout and appearance.
The hallways were arched, with the arches supported by columns placed every sixteen feet.7
The castle held three above-ground levels.' For an
hour the party searched the first level, finding many
small rooms, all very similar. Some larger rooms
were also present, however, such as the library in
which Kelemvor awoke and the domed room in
which he found Midnight, an audience hall with an
overturned throne.9
Each of the corner towers contained spiral stairs,
which could be reached from the keep corridors, but
there were also stairwells within the main building.
At one of these the party split. Kelemvor and Cyric
searched the windowless upper floors, where the
bedchambers were located, and found nothing,
while Adon and Midnight went down.10 In the anteroom at the bottom of the stairwell, Bane's traps separated the cleric and the mage. An iron gate dropped

Actual
Appearance

behind Adon, and two others thrust out from the


side walls, trapping him in the corridor beyond. Immediately after, a wooden door appeared behind
Midnight, three times her height. It opened onto another passageway, which had previously been unseen.11
The four were so engrossed in Bane's alluring visions that they wandered through the castle unaware that they had moved. When Midnight realized
the danger, she cast a disperse magic spell and, along
with the illusions, Mystra's .magical shackles dissipated.12 She was free, but so was Bane's jailer, the hakeashar, which was drawn by Midnight's pendant.
The party members fled from the creature until they
reached a turret two hundred yards from the court 134

Troy Banks (order #7058520)

Me/emvon
Satt/ma

yW^ f :

M/dnight & Party)


tfe/emvon
Cynic
T/re
2SO^^

Vert/ca/ Sxaggenation S:/

Castle Kilgrave

yard where their flight had begun. With the upper


stair blocked, they were forced down. At last Kelemvor turned and destroyed the creature, while Midnight led the others on past the rubble in the
passage. Not far beyond, the party reached its goal,
the chamber in which Mystra had been confined.
There she stood, beside the remains of Bane's ornately carved scrying pool set in the floor.13 She led
the party from the castle and confronted Helm. The
force of her destruction crumbled the castle just as
her final message reached Midnight: Warn Elminster
in Shadowdale.14

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~. 5OO

135

wwzw

2S

SO

%/T

Tilverton

with coal from the Gnoll Pass area, had allowed a concentration of artisans in the community, or the name
may simply have come from the by-products needed
for the town's many horse breeders and livery stables.7 The temple was visible from all parts of town,
due not only to its hillside location but also to its fivestory height. While walking to the blacksmith's, Kelemvor had been able to see it over the shops near the
market and to reach it without guidance.8 The entrance and altar were shaped like an anvil, as was the
altar. The pillars supporting the ceiling appeared to be
swords, and interlocking hammers framed the windows.9 The worship hall seemed to fill the entire
building above ground, so that the priestess Phylanna
led Kelemvor down steps to the small chamber in
which he was healed.10
Kelemvor spent the night with Phylanna in a room
above her brother's shop. Dawn brought a jackalwere, which had mistakenly identified the werepanther Kel as one of its kind. In the ensuing struggle,
Kelemvor metamorphosed and forced the jackalwere
out the window, into an alley behind the shop." This
revealed the shop's location; it was far enough from
the inn to ride but easy to reach quickly.12
After the confrontation with the crowd, the party
members departed, gathering a few traveling supplies
from the shops they passed on the way back to the
inn. Even as they left, riders galloped from the temple,
probably having taken the convenient Cormyr stairs.
The party raced north out of town along the Stonelands road, toward Shadow Gap."

Beyond Castle Kilgrave, the party was ambushed


and both Cyric and Kelemvor were injured. The closest place to rest and heal was Tilverton. The small
town was just west of Tilver's Gap in the Thunder
Peaks, where the road connecting Sembia and Cormyr intersected one running north to Shadow Gap.1
The village was surrounded by a low wall and would
be susceptible to attack if powers chose to expand
their areas of control.2
Because it lay in the lower reaches of the mountains, the town was built on two levels. The larger
part lay in the valley through which the roadways
ran, centering on the market at their intersection.
Most of the buildings typical of a town that size were
in the lowland area. The Flagon Held High, a reputable inn, was on the main road, not far inside the west
side of town.3
The south side of the town climbed a slope steep
enough to require stairs. The added protection and
panoramic view made this the more privileged section
of the community. The ruined palace of Tilver stood in
the west, the mansion of the burgher Gunderstone in
the east, and the "modest three-story home" of Filani
the Sage in the center.4 The Windlord's Rest, was near
the sage's house, across the street from the largest
building in town, the Temple of Gond.5
The people of Tilverton had devoted themselves entirely to Gond, the God of Blacksmiths and Artificers.6
Perhaps the ores of the Thunder Peaks, combined
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former
y
(JarrSson Post
Tiintfa-if^

Scardale

of the Scar's northern escarpment reached all the way


east to the coast. Below the cliff, the mouth of the
Ashaba widened into a respectably deep anchorage
called Scar Harbor. The entire docking facility constructed around the harbor was known as Port
Ashaba. When the Zhentilar selected the best location
for their occupying garrison, they selected one between the Scar on the north and Port Ashaba on the
south.4
The garrison was a collection of about a half-dozen
buildings, around which the Zhentilar had hastily
constructed a wall. While the fortress lay on the outskirts of town, it was quite far from the tower that
formerly had been occupied by the Cormyrian garrison near the west gate.5 A group of buildings in the far
northeast, the last structures next to the beach and
adjacent to a breach in the wall, gave easy access to
the city, the harbor, and the countryside via very direct routes.6 Immediately outside the entrance to the
fortress was a deteriorating warehouse that served as
stables for the nightmare steeds of Bane's assassins. It
also contained the tiny cell in which Kelemvor was
placed as bait to recapture Midnight when she and
Adon returned for their unsuccessful rescue attempt.7
When Midnight and Adon originally fled the warehouse, they ran down what seemed to be a road leading into town, but they found it suddenly stopped at a
cross street. The way to the right was blocked by fire,
and a battle was waging on the left.8 Corpses littered
the intersection, but fortunately one man was still

After the party's desperate escape from Shadowdale following the battle and trial Midnight's only
hope was to find the Tablets of Fate on her own.
Knowing that one was in Tantras, her immediate goal
was to reach that city. The happenings at Blackfeather
Bridge had placed yet another obstacle in the path:
Bane, his assassin corps, and twenty-five hundred
Zhentilar. All lay ahead at Scardale, the city at the
mouth of the River Ashaba.1
Scardale once had been a happily functioning, busy
port town on the west coast of the Dragon Reach, but
a few years earlier, Lashan, the most recent heir to the
local lordship, had attempted to extend his power into
an empire. The response had been a coalition of all the
rival governments in the area, even those that were
otherwise at odds between themselves. Lashan was
quickly defeated and had disappeared, leaving Scardale with no leader. Small garrisons from each of the
coalition groups were subsequently stationed in several of the city's watch towers as peace-keeping
forces, but their brawling did even more harm to the
city. Many citizens simply left, and their homes and
businesses fell into ruin. The situation was ripe for exploitation and even as Midnight, Kelemvor, and Adon
arrived, the city was in a state of street-to-street war
against the invading Zhentilar.2
Scardale was named for the wide but steep-sided
gorgecalled the Scarcut by the River Ashaba along
the last eighty miles of its channel.3 The last remnant
137
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The Escape
\

The Escape and the Haven

alive. Varden, a member of the so-called "Sembian Resistance" attempted to help the two fugitives.' Hastily
he led them among the bodies, turned a sharp corner,
then entered an alleyonly to discover it was a dead
end. Quickly picking the lock of a door on the right
side, he led them into a festhall; but the only other exit
was nailed shut.10
Backtracking, the group ran back onto the street,
cut east past five shops, into another alley, and up a
rickety stair to a window. This at least was a familiar
spot, for Varden's business partner was in the room,
searching through stacks of paper for the plans of a
rumored secret underground passage system built by
the old government." He had discovered diagrams of
a proposed sewer system, which turned out to be
more than just sewers.
The building was formerly an important one to the
government of Scardale, known as the Hall of Records; and one of the accessways to the system was
shown as entering the basement. Hidden behind an
empty bookcase was a thin sheet of wood, and beyond
that was the beginning of one of the many passages
designed to give secret access to the most important
locations of the city.12
The journey was not straight, and eventually they
came to a place where the passage was collapsed; but
a overhead, trapdoor opened into an alleyway, allowing them to continue. They had almost reached their
goal; a burned-out butcher shop that served as a haven for some of the remaining troops of the nonZentish garrisons.13 Although the shop was located

where customers could easily visit, it was not on a major thoroughfare, so the resistance members counted
on being able to slip in unobserved. Such was not the
case, however, for Bane's men knew that the location
was a possible "safe house" and had given directions
to Kelemvor.1*
Certainly nothing was visible from the outside to reveal the haven. Varden led Midnight and Adon down
the cellar steps to a crawl space cut through the wall
to a tunnel beyond that looked suspiciously like another section of the so-called sewers. One end of the
tunnel was curtained off, forming a small chamber
for the use of the Sembite leader. The far end eventually led to another exit.15
Once Kelemvor had reached the haven and convinced Midnight of the truth of his cure and sincerity
in wanting to aid her quest, the party made quick forays to obtain horses, clothes, and provisions before
venturing to the harbor. On Varden's advice, they hid
near the vast shipping yards at his fiancee's family tavern, the Fatted Calf. The pub was the only one close
enough to the Queen of the Night for easy use by the
galley master. After a short wait, they were able to
capture the inebriated master, brazenly bluff their
way past the dock guard, and board the ship. The
slaves aboard were delighted to trade their freedom
for a quick trip across the Dragon Reach, and the heroes once more headed for Tantras.16

138
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The CBe/DTo**f
of

ISnlras

open market, inns, and taverns lay in the city.9


The heroes landed in a bay near the north end.
Once they answered questions in the harbor's main
buildings, they followed the main avenue paralleling
the docks, then turned more toward the center of
town, to the Lazy Moon.10
In beginning her search, Midnight went south to the
House of Meager Living and hired a guide. He led her
first to the butcher shop that had been Waukeen's
temple, then south and east to the Dark Harvest,
meeting place of followers of Bhaal, God of Murder.
When Midnight realized how dangerous the place
could be, she did not enter, and later warned Kelemvor against going there; but he took the chance and
found both Bane's chief assassin and Cyric."
Midnight's guide led her south to a burned out Temple of Sune, then west to the Wagging Tongue Inn.
Continuing south, she visited the pastoral shrine of
Mystra.12 From it Midnight could see one of the major
landmarks of Tantras, the Tower of Aylen Attricus.'3
The city garrison's outpost occupied the surrounding
land and the tower was off-limits. The guide, however, got permission to lead Midnight to the tower."
Meanwhile, Kelemvor reconnoitered the harbor,
met the harbormaster, and went to the man's home on
the north hill. Adon had gone directly to the top of the
north hill, passing through the Citadel of Tantras to
reach the newly repaired Temple of Torm. There he
met Elminster, who led the companions into a hovel
until the battle of the avatars gave them the chance to
search the temple.15

YYantrzois
The Port of Tantras, on the east shore of the Dragon
Reach, was "not that much different" than Scarsdale.1
While that might have been true before the Arrival of
the Gods, things had obviously changed since. With
the coming of Lord Torm, God of Justice, the sun
never set.2
In addition to the ever-present light, the temples
had been abandoned. Some worshipers of gods other
than Torm chose to change allegiance; many were
forced into submission while their former temples
closed due to taxation, damage, or abandonment.3
Based on the clue "keep faith," from Bane, Midnight
visited many of these temples in her search for the
Tablet of Fate.4
The physical setting of the city was more dramatic
than Scardale's. Tantras was built around the edge of
an almost bowl-shaped harbor with hills both north
and south. The northern hill was the higher of the
two, and roads that climbed its slopes were steep.5
One arm of the rocky slope curved around the north
and west edge of the harbor, forming a natural
breakwall.6 The sea cliff was so high that Bane's great
avatar struck it twice as he plummeted to his death.7
Tantras was similar to Scardale in its structural configuration. Tantras was walled, but its twenty-fivefoot-high walls wound all the way to the harbor
mouth along the breakwall, and catapults and other
battlements protected the narrow harbor entrance.8
There were cranes on the docks; warehouses, an
139
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Temple and

her so that she could see every magical weaving that


had been performed, and the glow of light beyond the
secret door revealed an anteroom leading to a chamber with multiple traps. The high-ceilinged chamber
was almost barren, containing only a huge mosaic of
Torm's gauntlet on the north wall and another in the
midst of the floor, disguising a trapdoor." Midnight's
magical vision allowed her to dispell the traps and lift
the trapdoor using its two handholds. Below was a
treasure vault. In the far corner of the vault, a box
concealed the Tablet of Fate, disguised by an illusion
as the hand of Torm.12 It had been placed in the temple
by Bane and found by Tenwealth, who was unaware
of its nature until later."
Even as the party hastened from the temple with
the tablet, the battle between Torm and Bane was
about to begin, threatening to destroy Tantras. The giant avatars at one point stumbled through the city
wall and destroyed part of the temple; but as they
died, the subsequent explosion blasted the unprotected land. All that was left of the temple complex
and the citadel was a crater dead to magic, as was all
the northern quarter and the fields around that section."
All of Tantras might have suffered the fate of the
temple had Elminster not been aware of the city's danger. Quickly, he flew the party to the far end of town,
to the Tower of Aylen Attricus. The tower was a simple gray stone obelisk a hundred feet high. Inside, a
winding stairway led to the platform just below the
silver bell that was visible from all sides through the
wide openings in the belfry.15 Legends of Tantras said
the tower had been built, stone by stone, by Attricus,
one of the city's founders. It was said to provide magical protection to the city if rung by a woman of power,
but that had reportedly occurred only once, hundreds of years earlier.16
When Midnight first managed to sound the bell,
lightning struck the tip of the tower and formed a network of ribs that then spread into a transparent amber dome. Only the tower was protected. Frantically,
Midnight attempted to clear her thoughts and rang
the bell again. Slowly the dome began to radiate out
over the city, growing larger with each sounding. By
the time the avatars exploded, all but the far northern
edge of Tantras was beneath the shimmering shield.
The city was saved, and Bane was gone forever.17 The
heroes had the first Tablet of Fate, but they needed
both. Resolutely, Midnight faced her own fate: to journey to Waterdeep to find the second tablet.18

tbe

In planning the searches of Tantras, Midnight


pointed out that, if and when thev found the Tablet of
Fate, she would need to know the location of the closest Celestial Stairway to carry it to Helm. Adon's task
was to gain an audience with Lord Torm to learn that
information.' So it was that the failed cleric of Sune reluctantly approached the city's most prestigious and
powerful locale, the Temple of Torm.
Like the other temples visited by their respective
deities, this temple had been damaged the night of the
Arrival. The most important portions had already
been reconstructed, and new additions were in progress.2 Although Midnight had pointed to the spires visible atop the north hill even from the heart of the
town, Adon learned that the spires belonged to the
city's citadel, not to the temple beyond. The temple
was a "plain three-story building surrounded by protective walls."3 To enter, one had to be passed not only
by guards at the citadel's iron gates but by those at
three sets of interlocking gates outside the temple.4
Each gateway was flanked by a pair of simple round
one-story towers containing a small stone chamber
used for questioning supplicants. When Adon refused
to answer further questions, he was locked in one of
those rooms until a guard took him to an outlying barracks building until morning.5
Finally Adon was admitted to the temple by no
lesser person than the high priest, Tenwealth. Adon
was led to Tenwealth's own chamber, which was quite
humble for one who wielded so much power in his
god's name.6 The high priest gave Adon permission to
roam much of the temple complex at will, and in doing
so Adon happened upon a garden behind the temple.
As he sat on a bench in the garden's midst, he was approached by Lord Torm himselfalthough Torm had
to animate the nearby lion statue bought from
Waukeen's temple to convince the skeptical cleric.7
When Adon asked how the god had managed to slip
out of the everlasting worship ceremonies and into
the garden, Tbrm responded that he had used the mazelike Diamond Corridors that started in the center of
the temple and led to every room in the building. As it
happened, some of the rooms had no other means of
entry, for when the clerics came upon Adon at the end
of the impromptu meeting, they angrily placed him in
one of the penance cells in the maze.8
Tbrm heeded Adon's warning, investigated the
treacherous policies of Tenwealth, and confronted
the council in his private chambers as Bane neared
Tantras. Quickly, the God of Justice took the golden
lion of Waukeen as his new avatar and called his faithful to the outdoor cathedral. During the ensuing confusion, the party was able to gain entrance to the
emptied temple.9
Elminster originally had surmised that the Tablet of
Fate was hidden within the maze, and at Adon's suggestion they went to the high priests' chamber to
search for a hidden door.10 They found the door but
not the maze. Instead, Midnight's spell rebounded on
140
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/feeess to the
fl/Qmo/7c/ Corridors

The Itemple and the Ibwer


Troy Banks (order #7058520)

trails. Each gate house could be blocked by a drawbridge as well as three inner gates. In the inner ward,
there was a guest enclave, but it was temporarily in
use as a barracks and a "cold, hastily erected guest
house" had been constructed outside the walls.3
Almost all of the garrison's storerooms, armory,
smithy, and other service-related buildings were
housed separately, for the keep was quite simple. It
had a large first floor with a narrow central tower.4 A
balcony over the great outer doors allowed eight
guards to stand watch. The doors opened into a foyer,
and a second set beyond allowed entrance to the stair
hall.5 On the right was the banquet hall with its adjacent kitchen. A great oaken table, large enough to seat
more than thirty, ended with the lord commander's
chair in front of the magnificent fireplace.6
At the back of the stair hall were the broad, spiraling steps that rose from cellar to roof, exiting at several sleeping levels containing two rooms each (except
for the apartment of the commander in the top level).7
Tucked at the back of the stairwell on the first floor,
just beyond the kitchen, was the steward's office.8
Sneakabout had explored the castle and discovered
a rotating crank hidden behind the door. It was only
one of several.9 When Bhaal managed to slip over the
curtain walls and into the keep, he fought his way
straight to the second level, where Midnight and
Adon stayed.10 Nothing could stop him until
Sneakabout cranked out the supporting beam below
the landing, causing the stones to collapse. When the
God of Murder still survived, the halfling told Adon
that each landing had a similar device. Adon's room
contained the crank to release the third floor landing.
Even then, the avatar was immobilized but not dead."
Midnight managed to magically encase him in
eighteen inches of amber.12 Unfortunately, the commander later chose to display Bhaal above the inner
gate house and the crystal prison shattered. Bhaal was
free."

Halls
Five miles north of Eveningstar in Cormyr, pressed
against the steep-sided gorge of the Starwater River,
lay the ruins of a castle older than the kingdom.1 The
castle had continued to be used intermittently
through the centuries, usually by bandits. The last
known occupation had been ended by the order of
Azoun III, father of the current king.2 It temporarily
served as a lodging for Cyric's Zhentilar, however,
while he tracked his former allies on their journey
west. The men were far from happy in the fortress,
where the deeply shadowed, rain-swept gorge added
an air of darkness to an odor of decay. Times were
even darker when Bhaal's tortures killed three of
Cyric's men. The castle was rightly called the Haunted
Halls.3
The fortification was roughly fifty by one hundred
yards in size. Two towered curtain walls, thirty feet
high in some locations, surrounded the courtyard. In
a back corner there had been stables, and at the opposite corner a well was sunk next to the barracks and
smithy. Those buildings and others had been built
against the cliff walls with their windows looking out
over the courtyard. In the center was the main keep.4
All the lesser buildings had been constructed of a
relatively weak stone and long since had fallen into
rubble. The gate houses and main keep, however,
were of dense black granite that had resisted the ravages of time. Only the iron portcullises of the gate
houses and the wooden doors of the keep were rusted
and askew.5 Passing through the crooked door, Cyric
entered the keep's main hall. All that remained in the
twenty- by fifty-foot hall was a thirty-foot banquet table and twelve rickety chairs. Cyric was sitting in the
sturdiest of those, by the imposing fireplace, when he
received word of Bhaal's deeds.6 No one regretted
leaving the grim lodging.

HORH
In contrast to the low, dark location of the Haunted
Halls, the fortress to which the Cormyrian patrol took
the harried heroes stood atop High Horn, the highest
peak guarding the pass through the Dragonjaw
(Storm Horn) Mountains.1 This fortress had traditionally protected the country from the ravages of bandits
and evil creatures beyond the mountains and had
been Cormyr's strongest military fortification, complete with all the support services needed for a military post. As those dangers had lessened, the post
became less critical. At one time it had served as
winter quarters for half of Cormyr's army (as well as
their horses), but the standing garrison had been so
reduced that after the crises following the Arrival, additional troops had been necessary to adequately man
the walls.2
Three trails climbed the thousand-foot cliff that
rose from the pass road to the great grim fortress.
The outer and inner curtain walls curved around the
mountain's slopes and were punctuated by towers
and broken by a gate house at the top of each of the
142
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CommandenS
Apartment
(Lord
Devena.lt)

nefernvon's
Room
/falo/?'S
'oom

The Haunted Halls and High Horn


Troy Banks (order #7058520)

Mentica/ Exaggeration W:I


that the moisture evaporated long before reaching
the floor.7 While poplars and conifers lined the canyon
floor and intermittently edged the trail, nothing but lichen and small wildflowers grew on the peaks.8
Where the party stopped the first night, there was a
fairly wide area. Even though they had camped in the
woods, Cyric's men were able to surround the camp
and still be more than seventy yards from Cyric when
Kelemvor captured him. The Zhentilar could not have
encircled the camp, however, for the struggle between Kelemvor and Cyric carried them close to the
steep cliff down which Cyric later rappelled to a
lower section of the trail.9
After two more days of riding, the party was forced
to abandon the road, for it was blocked from cliff to
cliff by a black curtain of nothingness that caused
things to vanish. How the Zhentish caravans that the
party had dodged earlier had passed was unknown,
but from the east the danger seemed too great to
chance. Apparently the adventurers were not the
only ones who feared the curtain, because Kelemvor
discovered a recently blazed trail leading up the south
wall of the canyon.10
For a day and a half the three toiled up the zigzag
trail, crossing ridge after ridge until they finally
reached the saddle at the top. Fortunately, their
mountain ponies were able to tolerate the alternately
sandy and gravelly surfaces." From the crest they
could see two possible routes. The trail descended
quickly almost as far as they had climbed to the top of
a sharp, straight ridge some fifteen miles long. At the

YeJIoco Snake Pass


After the attack on High Horn, the Cormyrians escorted the heroes across the Tun Plain to the foot of
the closest path through the Sunset Mountains, Yellow
Snake Pass.1 The pass was named after a yellow
dragon that had had its lair there several hundred
years earlier; but current dangers were of more concern to the party, for the Zhentilar of Darkhold had
been in control of the pass.2
The physical obstacles were almost as daunting to
the party as the political ones, however. The trail was
negotiable for caravansfrom a distance the impressive canyon looked quite widebut the road snaked
so badly that at the end of the first day's climb, Midnight could still see the grove of trees at the foot,
where they had camped the night before.3 Even from
the top of the pass, the straight-line distance to the
Tun Plain was less than thirty miles, while the trail
traveled more than sixty.4
The Sunset Mountains there were composed of red
sandstone, and eons of erosion had resulted in a
starkly beautiful but challenging landscape. The pass
was described as "a twisting maze winding between
the peaks" in which the trail "must swerve around
large rock outcroppings."5 In the lowest reaches of the
canyon, thick horizontal beds climbed "like a titan's
staircase," but the steep canyon walls soared to spiked
"chimney rock" peaks formed by erosion along vertical joints.6 Numerous tiny streams exited between the
bases of the spikes, spraying into the canyon so finely
144
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beginning of the ridge, the trail split. The path to the


right of the ridge dropped to the lake that fed the turbulent River Reaching in its deep gorge. The path to
the left wound down to a grassy meadow, and beyond
into a heavily forested canyon that continued to twist
west toward Hill's Edge.12
Descending was far easier than climbing had been,
and the party was able to reach the junction in the few
hours remaining before dusk." When Adon and Kelemvor awoke, they were forced to go part of the way
down the northern trail in spite of their decision to
travel the other path. Midnight had abandoned them
and had led their ponies far down the wrong trail to
force considerable delay. She then picked her way
back past the sleeping men and returned to the chosen trail.14

/7t/0/7

' and
Z/ientri/ar

tic a/ Exaggeration
145
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Yellow Snake Pass

Castle

Dragonspear Castle
Troy Banks (order #7058520)

Just east of the Trade Way, between Boareskyr


Bridge and Waterdeep, backed against the western
edge of the High Moor, was Dragonspear Castle, a ruin
almost as large as the fortress of High Horn.1 Bhaal,
acting on Myrkul's instructions, had told Midnight
that the second Tablet of Fate was in Myrkul's realm,
and had "accidentally" revealed that an entrance to
the realm could be found beneath the ruined castle.
This information would allow the mage to do what the
gods could notretrieve the second tablet. Myrkul
then set a trap at the castle to obtain the first Tablet of
Fate so that Midnight would still not have both to return to Lord Helm.2
As the party members crested the final rise south of
the castle, they saw a caravan being attacked by undead. They ran for the castle and beckoned the victims inside. Too late they realized that both groups
were zombies. This was Myrkul's trap.3 The castle's
outer wall rambled around the slopes of three hillocks. It was not only far too large for the three to defend but was also filled with holes and breached
sections. The main tower was a gutted shell.4 The castle was only a century old but had been occupied and
reoccupied by varying evil forces. Attempts to rid the
area of the dangerous inhabitants, ending in a twoyear siege, had damaged the fortress badly.5
Fortunately, the inner ward was in better condition.
Its gate house and all four watchtowers were intact,
as were the walls. The gates were askew but could be
146

When Kelemvor pried between the floorboards, he


discovered that a whole three-foot section could be removed.9
Before the three had a moment to consider the implications of the find, two enemies appeared. The first
was Cyric. Aiming through the tiny ground-level window from the courtyard, the thief shot Adon, who
slipped through the floor opening and splashed below. Angrily, Midnight cast a "cone of cold" spell toward the window, then she collapsed.10 The second
enemy was the group of zombies, which finally had
reached the foot of the stairs. As the desperate Kelemvor tied Midnight to the rope and lowered her
through the hole for protection, one zombie took the
saddlebags with the first tablet. In the fray that followed, Kelemvor accidentally cut Midnight's rope.
Abandoning the saddlebags, he jumped into the water
to save Midnight." The Tablet of Fate was gone, and all
three heroes were caught in the currents of the underground river.

forced closed most of the way. While Kelemvor and


Adon tried to block the gates, Midnight climbed the
southwest tower to watch the caravan, as that tower
was the tallest and most secure. The tower had two
outer doorways, both long-since without doors. One
opened from the courtyard, the other from the top of
the wall. From the tower's base Midnight climbed the
spiral stair that ran just inside the courtyard wall. At
the top of the tower was a chamber that apparently
had been used by the steward or bailiff. The room
contained a large desk,-tapestries, a chandelier that
could be conveniently lowered by the rope and pulley
system ending in one wall, and two windows. From
one of these Midnight could watch the length of the
path between the outer and inner gates, and thus saw
the predicament in which Adon and Kelemvor suddenly found themselves.6
Cutting the rope from the chandelier, she ran down
to the wall level, out onto the wall, and cast the rope
over for the men to climb. Tb save time, Adon told Kelemvor to climb the rope, and the cleric sprinted to a
stairway farther down the wall, which gave a way to
the top. From the wall, all three entered the tower
through the room at that level.7
Because Bhaal had said the portal was below the castle, the party decided to go to the tower cellar, hoping
the zombies would search the top of the tower first.8
The wooden floor of the cellar was spongy with rot,
and a faint sound of rushing water was audible. Suddenly, Midnight realized there was a hidden water
source below, a vital commodity in case of siege.
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147

sfe/emyof

/ho/

r
The Fountain
ofiA/epenthe
Z

of Jmportant

ward shore. Ironically, Midnight's misfired "cone of


cold" spell bounced in the same direction, became
trapped in a steep-sided gully that ended twenty feet
to Kelemvor's right, and bounded over the moor's
ninety-foot escarpment, into the lake. In doing so, it
froze stream, waterfall, and lake in turn, trapping Kelemvor when he was only ten feet from shore." Using
both brains and brawn, he finally broke free.9
Adon's passage was far different from Kelemvor's,
for the cleric was in shock from his arrow wound. He
was swept into a lesser channel before the river even
reached the whirlpool, and the reduced flow allowed
him to float gently along until he was swept into a pool
that served as a well in the gnome-occupied section of
the caverns.10
Midnight's route was by far the longest of the three.
Still semiconscious from casting the spell, she was almost unaware of the whirlpool even as she was
drawn down the shaft to the next lower gallery of caverns.11 She awoke beside a pool of water. Twenty feet
away, the water from the upper level poured through
the ceiling into the pool.12 The thick rock layer between the two levels had allowed development of an
immense cave with numerous exits and alcoves but
with a rounded ceiling reaching only fifteen feet
high.13 After exploring, Midnight learned that the pool
was about three hundred feet in diameter, had a twisting shoreline, and emptied into a small brook at one
end. She decided to follow the brook so that she at
least would have a landmark.14
Like the river channel in the upper level, the brook's

The High Moor was a plateau composed of several


horizontal beds of soluble limestone. Erosion above
ground produced steep canyons, while chemical
action combined with erosion below ground resulted
in an extensive cavern system.1 The hillocks on which
Dragonspear Castle was built were an outlying part of
the moor, and the bedrock was continuous between
the two. That was why Kelemvor could enter the
river just west of the moor and exit in a similar location not far north.2
The underground river beneath the cellar of the
watchtower was quite large.3 Difficulties involved in
passing through rock periodically caused lesser channels to form, but the channel below the tower was the
main one of the entire cavern system at that level."
The river twisted through a series of caverns and constrictions before emptying as an underwater spring in
a small lake.5 Half an hour's travel from the tower,
there was a whirlpool in midchannel, but the river
was wide enough for those conscious of it to avoid the
undertow.6 Past the whirlpool, there were more than
a dozen constrictions so narrow that the water filled
the channel completely. Fortunately, most were quite
short. Only one took a couple of minutes to traverse.7
Kelemvor was able to navigate the entire passage,
struggling continuously for an hour and a half; yet he
still had the strength to swim the hundred feet to148
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St'&es &O:/

The Underground River

open, and she was able to enter the city.18


Kanaglym was constructed with the typical dwarven attention to beauty, system, detail, and perfection.
The central street continued straight as it passed into
the city. The city blocks on each side were uniform,
and each building had a door in the center and one or
two square windows. The design and decoration of
each building was intricately and pleasingly varied,
however. The first and second blocks along the road
contained shops with living quarters on the second
floors, but the third block was different.19
The entire third block contained a single building,
which rose to the cavern roof. No doors or windows
opened on to the street, but a great arch in the exact
middle allowed Midnight to enter the central courtyard. Ringing the courtyard on three sides were
marble-columned promenades with numerous doors
on each of the three levels. On the fourth side, to her
left, was what appeared to be a temple. On the right,
opposite the temple, was the beautifully crafted Fountain of Nepenthe and the Waters of Forgetfulness
leading to Myrkul's Realm.20

tunnel varied from low, narrow corridors to occasional large rooms with many side passages. After two
hours of walking, she entered yet another large chamber, but this one contained a pool. A gentle gurgling at
one end disclosed where the stream sank to still a
lower level.15
With her landmark gone, Midnight was uncertain
how to proceed, when a ghostly silhouette suddenly
entered from one of the passages. Quickly the mage
followed, as the silhouette left via a corridor opposite
the original one. For five exhausting hours she followed her guide. The pathway it revealed was far
more difficult than what she had previously traversed, due to the absence of recent water action.
While the silhouette floated quickly along, Midnight
was forced to follow hastily over broken rock, pits,
and even a crevice. Finally, she arrived in yet another
broad cavern. Far across the chamber she was
shocked to discover a masterfully crafted wall of
quarried granite that rose to the ceiling fifteen feet
above.16 She had reached an abandoned dwarf city
called Kanaglym.17
Passing along the smoothly polished wall, Midnight
came to a cobblestone path. The crumbled cobblestones revealed that the city was incredibly ancient,
but Midnight soon saw that everything else was virtually untouched by the ravages of time. Where the
path ended at the city's gateway, a central arched entrance was blocked on each side of the wall with portcullises, and lesser arches on each side had bronze
doors. The doors closest, to Midnight were partially
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149

The Entrance

Vertical /rx*Mg

Chan Burroughs
Crumbling Burroughs
CAaoi/c Burroughs

bodies of the Faithless, held in place by a mortar resembling mold; but the bodies were not inert. For fifty
feet above her she could see a serpentine surface of
writhing legs. Carefully, she levitated over the wall.7
As she paused briefly above the top, she could see
the general layout of the city. The wall was at the highest part of a basin that descended into haze as far as
she could see. Throughout the vast metropolis was a
forest of ten-story brownstone buildings, divided
among boroughs of roughly equal size. Although the
buildings and boroughs were originally identical, time
had varied them, borough by borough. In some
places, the buildings still stood clean and straight with
streets to match; other boroughs held crumbling
structures and rubble-filled streets; and in some, conditions were chaotic, with grotesquely misshapen
structures bulging out to squeeze the streets and
alleyways into narrow, winding paths." Perhaps longterm occupation by Myrkul's faithful had warped the
structures, so that as a borough became unusable it
was simply abandoned for one of the better areas.
To avoid the denizens approaching from the gate,
Midnight descended to the avenue that ran along the
wall, darted into an alley of one of the deteriorating
boroughs, climbed a rubble pile to another alleyway,
ran halfway down another street, crossed another
pile of rubble, and stopped in a blind-cul-de-sac. Although temporarily safe from the denizens, she realized she could not possibly continue in her search for
Bone Castle without a guide, for the castle had not
even been visible from above the wall. She altered a

Realm
To avoid the amnesia imparted by the Fountain of
Nepenthe, Midnight cast Elminster's "worldwalk"
spell and found herself on the white surface she had
seen glowing below the fountain's waters, Fugue
Plain.1 The chalky plain was really a waiting area for
the spirits of the deada demiplane outside Myrkul's
city that the God of Death oversaw as part of his duties.2 The spirits reached the plain via one of the thousands of gateways that pierced the grayness above in
bright pinpoints of light.3 The Faithful who wandered
there waited to be collected by their gods, while the
Faithless and the False were captured by Myrkul's
denizens and taken to the city of suffering."
When Midnight reached the Fugue Plane, it was
crowded with spirits, for the gods were unable to
leave the Realms to carry the Faithful to their final
resting places.5 One of those spirits was Rhaymon, the
cleric of Lathander from Shadowdale, who guided
Midnight "west" to Myrkul's city. "West" seemed a
strange concept to Midnight, for the plain had no
form and no apparent directions; it seemed merely to
continue on and on. Finally, after days of walking, she
arrived at the wall of the city.6
The wall stretched from horizon to horizon; but to
protect Midnight from capture by the denizens, the
cleric had taken her to a section of the wall far to the
right of the gate. As the mage drew close enough to
see the wall clearly, she realized she could never scale
it as she had planned. It was constructed of the piled
150
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Myrkul's Realm

her hands, she sensed a magical aura; the tablet's passage through the gateway would prevent the portal
from closing. To block the entrance to Myrkul's denizens, Midnight was forced to create a prismatic
sphere in the gateway. She had reached Waterdeep
but was held within the sphere and could not release
it to enter the city.13

summoning spell and was surprised to see yet another familiar face appear over the rubble. Although
skeptical of her promise to help him, the halfling
named Sneakabout agreed to act as guide and headed
over the rubble beyond the cul-de-sac.9
For mile after mile, they picked a path through the
ruined boroughs, though occasionally it was necessary to traverse an open one. When Midnight was
stumbling with fatigue, they climbed to the roof of a
building for her to rest before continuing. At last they
crossed a lopsided bridge over a river of black ooze,
and Sneakabout informed her that they were almost
there. He led her down the street and into another
chaotic borough. Beyond where the alley turned
sharply left, it ended at a wide avenue running outside another wall of writhing bodies: the ward of Bone
Castle.10
A mere hundred feet behind the wall rose Myrkul's
keep. It was a tall, ivory-colored spire formed of fused
human bones. The spiraling tower ended in a steeple.
Placed above it in plain view and illuminated by six
magical torches was the second Tablet of Fate. The
placement not only allowed Myrkul to display his trophy, but to catch any would-be thieves in the open.
Midnight decided to cast the "worldwalk" spell, then
summon the tablet to her." Rhaymon had told her that
Myrkul's followers went directly to his city, so it was
likely that a passage from Waterdeep ended close by.12
Accordingly, she amended the travel spell to search
out the gateway. All went as planned, except for another trap placed by Myrkul. When the tablet entered
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151

Four gates broke the walls in each of the cardinal directions, but the River Gate in the east gave access
only to the plateau area outside the wall and West
Gate opened only onto the shoreline. Northgate admitted travelers from both the High Road, which ran
along the coast, and the Long Road, from the Dessarin
Valley, while the South Gate served the northern
Trade Way."

Although Calimport, far to the south, could claim


the title of the largest city in the Realms, it could not
rival the northern port of Waterdeep in magnificence.
The population of Waterdeep varied from one hundred twenty thousand in midwinter to half a million
in the bustling summerstill only a fraction of Calimport's two million.1 While the southern port appeared
to be one vast tent city, flat, wind-swept and squalid,
Waterdeep was founded in the wealth flowing from
the northern mines, and its political practices discouraged the poor distribution and hoarding prevalent in
the South.2 As a result, the streets of Waterdeep were
lined with magnificent public buildings, picturesque
inns, well-maintained townhouses, mansions, and occasional villas. The poor areas were few, and they
were fairly neatly kept. The sweeping vista of the natural setting enhanced the human-made beauty, so
that Waterdeep came to be known as the City of
Splendors.3

TbeWaRds
The city was divided into seven wards, though the
boundaries were not formal or the functions totally
unique within the districts. Each ward was named for
its most distinctive feature. The Sea Ward, Castle
Ward, and Dock Ward occupied the western half of
the plateau; the North Ward, Trades Ward, and Southern Ward occupied the eastern half. The pastoral city
cemetery, a ward all its own called the City of the
Dead, was tucked between the North and Trades
wards along the eastern plateau."
The Southern Ward served caravans, and the Dock
Ward seagoing vessels, so these contained many warehouses, inns, taverns, related shops, and the poorest
of Waterdeep's homes. The Dock Ward was the
rougher of the two, while the inhabitants of the
Southern Ward were poor but honest.15 It was to the
Dock Ward that Drizzt Do'Urden and Wulfgar were
sent to stay at The Mermaid's Arms. The inn was conveniently located halfway along Dock Street, which
wound almost the full length of the docks.16 In the
Southern Ward, the inns were so thickly packed that
Kelemvor wondered how caravans could reach those
off the main road.17
The Trades Ward was the most concentrated of the
commercial and industrial areas of the city, though
the open market area lay just west of its bounds. The
North Ward contained some older villas and wellmaintained townhouses. It was "respectably upper
middle-class," but not quite on par with the newer villas and temples of the Sea Ward.18
The Castle Ward was known for its four landmarks.
The great Castle of Waterdeep, with quarters for
three thousand, was built at the end of the eastrunning ridge of Mount Waterdeep, surrounded on
three sides by a steep cliff.19 At the base of the curve
between the mountain's eastern and northern arms
was the palace of Piergeiron "the Paladinson," the only
openly known Lord of Waterdeep. He served as commander of the both the city's Guard (military) and
Watch (police).20 Next to Piergeiron's Palace was a
four-story stone pinnacle, the magically sealed
Ahghairon's Tower, ancient home of a great mage who
was one of Waterdeep's longest-reigning lords. A
quarter mile north was the tower of another mage,
Khelben "Blackstaff" Arunsun, who was, among other
things, an associate of Elminster.21
Although the Castle Ward was the wealthiest ward
of the city, containing those rich in power as well as finances, it was not exclusively residential or governmental. There were still locations such as The
Yawning Portal, though even that inn was not quite
ordinary. Through it one could reach the caverns below Mount Waterdeep and eventually the gateway to

Ttoe Setting
Although Waterdeep stood at the intersection of the
High Road and the Long Road from the north and had
access to the Trade Way from the south, the city probably determined the location of the roads rather than
vice versa.4 Waterdeep's location originally was based
on the feature for which it was named: one of the best
deep-water harbors in the Realms.5
The city was built on a plateau that surrounded the
base of a seven-hundred-foot seaside peak, Mount
Waterdeep.6 The mountain was the southernmost of a
small range of coastal peaks. Its bedrock may have
been related to the High Moor to the southeast, because caverns wound through the base of the mountain and great sea caves pocked the windward shore.7
Over the centuries the plateau's low areas had been
filled for convenience in construction, and high areas
quarried for building material until the city occupied
an almost flat surface.8
The harbor was protected by a ring of islands that
had resisted the combination of erosion and dissolution that formed the great deep basin. The largest of
the ring was Deepwater Isle on the south. It was fortified as a naval base and so occasionally was called
Deepwatch Isle.9 The heavily fortified wall along the
island's ridge aligned with similar installations on
Stormwater Island on the west, Harborwater Tower
on the southern arm of Mount Waterdeep, and the
main city wall in the east.10 Within the barrier islands,
Great Harbor had docking facilities for more than
four hundred ships, and facilities for the city's sixteenship navy were enclosed in the lesser basin known as
Naval Harbor."
The steep cliff that edged the city's plateau rose to
more than a hundred feet two-thirds of the way north
along the eastern scarp face. At that point, it became
so high and steep that it was deemed unscalable and
the great city wall was absent for nearly a quarter
mile.12 Elsewhere, the city was completely walled,
even along the western slopes of Mount Waterdeep.
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Myrkul's Realm.22
After Kelemvor's arrival, Elminster and Blackstaff
went to the inn, intending to pass through the gateway to search for Midnight and help retrieve the second Tablet of Fate. They found the mage's prismatic
sphere blocking the gateway. Eventually she emerged, leaving the sphere in place.23 Unfortunately,
once Midnight was gone, Myrkul was able to dismantle her sphere and open the portal to his fiendish denizens. Using corridors that connected the caverns to
the city sewers, the fiends swarmed into the Dock
Ward and began the Battle of Waterdeep.24

"disintegration," then "dimension door." The exploding


force of the avatar's destruction was displaced far out
over the Sea of Swords, but Myrkul's essence had
been disintegrated over the city. It settled on a two
block area just west of the market, destroying everything it touched.33
The battle did not cease with Myrkul's death, however, for the denizens were still drawn by the spell on
the tablet. During the heroes' struggle with the avatar,
the enemies had moved closer. The city was burning
as far north as Piergeiron's Palace in the southern Castle Ward.34 Elminster realized the denizens would lose
some of their powers if they no longer had access to
the realm of the dead, so he went to try to close the
Pool of Loss.35
Meanwhile, the battle continued. The Waterdhavians formed a triple line of pikemen along
Selduth Street, the major east-west road in the middle
of the city.36 Over and over the defenders repeated
this tactic as they were forced to retreat north, until
the battle raged along Keltarn Street, a mere five hundred feet from the tablet's location. The attackers had
concentrated their advance north of Selduth Street
along the three western north-south streets below the
mountain, Swords, Silks, and Silver. When the defenders fell back from Keltarn along the three streets,
the eastern group of denizens suddenly struck west
and helped destroy the defenders in the center. Then
both attack groups thrust toward the most western
street. Although the sudden change of tactics had
short-term success, it left both a company and a reserve unit behind them.37
A melee ensued, when suddenly all across the city
the denizens seemed easier to destroy. Elminster had
succeeded in closing the portal through the Pool of
Loss, and the powers and will of the denizens were
vastly reduced. Cut off from their home, they had no
choice but to continue the struggle until all were destroyed. The battle had turned, just when the vanguard of Myrkul's army was only three hundred feet
from Blackstaff Tower, its goal.38

The Battle
When Myrkul's spell on the second Tablet of Fate revealed that Midnight had successfully brought it to
the Realms, a carefully prepared plan went into
action. First, Myrkul led a large contingent of zombielike night riders into the sewers, for he hoped to
secretly trace the location to which the tablet was
taken. Second, one of the spells on the tablet held the
gateway to Hades open continuously, allowing
Myrkul's fiends to enter the city, providing a diversion
while he retrieved the tablet and carried it to the Celestial Stairway on Mount Waterdeep, to confront
Ao.25
He was only partly successful, for at each step of the
battle plan Midnight opposed him. Her prismatic
sphere blocked the Pool of Loss, preventing the denizens from pursuing her immediately, and when
Myrkul retrieved the second tablet (and so had both),
she summoned one of the tablets as she had from
Bone Castle, snatching it from the bag slung over his
shoulder.26
Before attempting to recover the tablet, Myrkul destroyed Midnight's sphere and released his denizens.
From the caverns they swarmed into the nearest city
sewers and erupted into the Dock Ward. The tactic
achieved almost total surprise and in a very short time
Myrkul's army had gained control of almost the entire
Dock Ward.27 Quickly, Piergeiron mustered the
twenty-eight hundred members of the city Guard and
Watch and a militia composed of mercenaries, bodyguards of nobles, and volunteer units such as the
Wyvern Company, over which Blackstaff Arunsun
was ordered to take command.28 The griffons housed
on Mount Waterdeep opposed Myrkul's flying denizens.29
Although the fighting began in the south, it quickly
spread north.30 The first report was that the attackers
appeared near Harborwatch Tower, in the far southwest, and spread east to Snail Street, halfway across
the southern part of the city.31 Later, when Midnight
could spare occasional glances, she could see smoke
rising even in the North Ward. The attackers apparently had made a thrust up the High Road from Snail
Street.32
As the battle raged in the south and east, Myrkul
made his move to recover the tablet. During the ensuing struggle, his own spell of silence prevented the
Lord of the Dead from hearing the approach of one of
Waterdeep's griffon riders. When the griffon
snatched Myrkul, Midnight performed two spells:
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153

Afyruul is
Destroyed
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Troy Banks (order #7058520)

Stormhavcn
Isle

Harbor/natch
Tower*

.S*tL Stacks

Tovoea
When Drizzt and Wulfgar reached Waterdeep, they
were met by a man who introduced himself as a forester with a love for painting and an associate of Malchor Harpell; yet the perceptive drow immediately
recognized that the man had an aura and confidence
"befitting a lord."1 He was, in fact, Khelben "Blackstaff"
Arunsun, Malchor's former teacher, the most powerful and influential archmage of the Sword Coast, and
one of the rulers of Waterdeep.2
When Kelemvor reached the South Gate of Waterdeep after the disasters at Dragonspear Castle, it was
due to Blackstaffs command that the weary traveler
was quickly and courteously admitted and brought to
the archmage's tower.3 The immaculate granite tower
was nearly fifty feet tall. It appeared to have no windows or doors, but this was merely an illusion. Elminster appeared to walk directly through the wall, but
as Blackstaff came out to greet Kelemvor, the doorway briefly became visible. The entry chamber immediately inside was furnished as a sitting room.4
The layout of the tower was quite simple, with three
main floors plus a cellar. From the cellar, a tunnel led
to Piergeiron's Palace, Blackstaffs secret access for
conducting city business without confirming his rumored lordship.5 Beyond the entry chamber, the
ground level held a dining roomwhich doubled as
an audience chambera kitchen, and a pantry. A spiral stair occupied the center of the tower. The second
level held several chambers for use by guests or apprentices, a parlor, and a library. The third floor contained chambers for Khelben and his lady, Laeral, as
well as his study/laboratory, spell-casting chamber,
and storage areas for both personal and professional
supplies.6
According to the tales, the most important of the
rooms inside the tower was the library. It contained a
vault that normally was extradimensional, but to
Elminster's consternation, Myrkul's spells on the second Tablet of Fate canceled those of the vault. He had
nothing better than a bookcase and an illusionary wall
to protect the tablet while the party searched.7 The
safeguards were not enough. Myrkul entered the
tower, quickly located the tablet, and remained hidden while the party passed within inches. Consequently, he could have escaped as the party continued
its climb to the roof, but Midnight magically snatched
one of the tablets, forcing Myrkul's return.8
The true confrontations of the tale occurred not in
the tower but on its roof, a seamless, watertight, flat
stone disk broken only by the thick marble trapdoor
from the spiral stair. No wall or even rail surrounded
the roof. Miraculously, in all the struggles, no one fell.
The heroes first struggled against Myrkul and won,
then against Cyric and lost. Cyric took both tablets
and started for Mount Waterdeep.9

/DOCK
AS/1/10

Khefbens
am ban
Mure/robe

Spell-

Casting

AS.I
156
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Blackstaff Itower

Celestial
Stairway

1idnJqht\s Pr/smat/c

Sphere

Mount Waterdeep

dreds of specters. They had come to the Pool of Loss,


Waterdeep's gateway to Myrkul's Realm, through
which his denizen army eventually entered the city.5
Although the Battle of Waterdeep had begun in the
depths of the mountain, the beginning of the end
came high above.6 The mountain's peak was a bald
knob with yet another bare cliff on the western edge.
On the knob was a stable for the city's griffons, and at
the peak was a small battlement, the stone tower
known as Peaktop Eyrie. There, too, visible only to
those of great power, was a Celestial Stairway.7
When Cyric stole the Tablets of Fate, he slipped
from Blackstaff Tower and skirted the mountain so
that he could climb to the peak unobserved from the
city. The Celestial Stairway, made visible to him by the
Tablets of Fate (or perhaps through Ao's will), was his
immediate goal. His ultimate goal was godhood.8
The stables stood fifty feet east of the eyrie, and the
Celestial Stairway ended near the tower. Cyric was
fifty feet from both tower and stair when Midnight
appeared at the tower door and tried to cast a spell.9
The thief sprinted, and Midnight pursued. When
Helm boomed a command to stop, the entire city of
Waterdeep stood still; but the runners continued. At
the stair, they were met by Ao himself and given the
ultimate challenge, to become gods, which both accepted. The Balance was restored, and the gods departed the Realms.10

WateRdeep
On the western edge of the city, rising seven hundred feet above the Sea of Swords, was the bald crag
of Mount Waterdeep. Radiating from the craggy peak
was the north-south-running ridge that formed the
backbone of the mountain and a single arm that jutted
onto the city's plateau. The northern ridge fell gently
into the Sea Ward, and the southern jutted into the
waters west of the harbor; but the eastern arm fell so
precipitously that at one point the castle wall rose
four hundred feet above the city.1 The mountain also
was edged on the seaward side by a precipice into
which waves had cut several vast caves.2
Those were not the only caves within Mount Waterdeep, however. Below the level of the city plateau was
an extensive system of natural caverns, some of
which had been expanded by dwarves into the now
empty multilevel city and mine of Undermountain.3
Although other entrances connected the caverns to
locations in Waterdeep, the one most important in the
tales was that chosen by Blackstaff via the Yawning
Portal Inn, in the southern Castle Ward.4
In a room next to the inn's office was what appeared
to be an indoor well, but it was actually a shaft deep
enough to require several minutes to descend. Ten
feet above the base, a side tunnel led into a labyrinth
composed partially of natural passages, and some
dwarf-carved tunnels, now partially collapsed. Finally, the party reached a steeply slanting corridor,
which ended in a cathedral-like room filled with hunTroy Banks (order #7058520)

157

||E)Qd N o t e s
To ease the space requirements for
the notes, abbreviations have been
used for the many FORGOTTEN
REALMS materials. Some of the
materials listed in the reference section were not quoted in the text, and
so were excluded from this table.
The following abbreviations apply:

Sh
Sp

ss

T
VV
WS

Azure Bonds
Black Wizards
The Crystal Shard
Darkwell
Darkwalker on Moonshae
The Halfling's Gem
Pool of Radiance
Shadowdale
Spellfire
Streams of Silver
Tantras
Waterdeep
The Wwern's Spur

AD&D Campaign
Cycl
FR
Gaz
KT
TH
TF
FRCS

OA7
RA

Sets

- "Cyclopedia of the Realms,"


Forgotten Realms Campaign Set
- Forgotten Realms Campaign Set
"Gazeteer," The Horde
- Kara-Tur: The Eastern Realms
- The Horde
"Terra Firma," The Horde
Forgotten Realms City System

Waterdeep and the North


Moonshae
Empires of the Sands
The Savage Frontier
Dreams of the Red Wizards
The Bloodstone Lands
Curse of the Azure Bonds
Shadowdale
Tantras
Waterdeep
Swords of the Iron Legion
Treasure Hunt
Swords of the Daimyo
Night of the Seven Samurai
Ochimo: The Spirit Warrior
Blood of the Yakuza
Mad Monkey vs. The Dragon Claw
Ronin Challenge (Original maps and
text)
- Test of the Samurai
Ruins of Adventure

Miscellaneous
A
CABCP
Int
KTTM
PRJ
WTM

- Forgotten Realms Adventures


- "Curse of the Azure Bonds" Computer Product Manual
- Interview with appropriate author
unless other name stated
- Kara-Tur Trail Map
- "Pool of Radiance" (Journal) Computer Product
- City of Waterdeep Trail Map

Introduction
'Sp: 253; AB: 161.
'SS: 49.

'Cycl: 81.
HG: 202, 204.
AB: 15; FR6: 3.
4
Sp: 205, 206; FR6: 6.
5
FR6: 3.
S
FR5: 3; Cycl: 23.
'Cycl: 4.
Cycl: 68.
FR2: 12-14.
10
CS: 23, 42, 44, 45; FR5: 2, 4, 33, 43.
"Cycl: 22, 81.
"FR5: 3, 8.
"SS: 174; FRl: 11, map; FRCS: map 1.
14
FR1: 3, 4, 8; FR5: 4, 8.
15
FR5: 44, 45, 48.
"FR5: 48.
I7
W: 195, 214, 276; FRl: 11, 22; FR5: 51.
"Cycl: 87.
"FR: map.
"Cycl: 32, 35, 74, 76.
21
Cycl: 65, 66.
"Cycl: 37, 76.
"Cycl: 52.
"FR6: 3.
"Int: Salvatore; original maps by Greenwood.
"FR6: 7.
27
FR6: 7, 8.
"FR6: 12, 14, 15.
"FR6: 3, 7.
"AB: 14, IS; 114: 3.
31
FR3: 2, 3, 16, 17, 48.
32
FR3: 43.
"Int: Salvatore; FR3: 8, 41, 54.
"FR3: 7, 48.
"FR3. 25, 48.
"FR3: 59.
37
FR: map; original maps by Greenwood.
M
FR: map.
AB: 68.
*AB: 69; Cycl: 48; original maps by Greenwood.
41
AB: 69; original maps by Greenwood.
"Original maps by Greenwood.
"Original maps by Greenwood.
2

AD&D Game
Aduentunes
FRl
FR2
FR3
FR5
FR6
FR9
FRC2
FRE1
FRE2
FRE3
114
N4
OA1
OA2
OA3
OA4
OA5
OA6

Regions
The Western Realms

NooeJs
AB
BW
CS
D
DM
HG
PR

]
Int: Jeff Grubb.
Slightly larger than the expanse of north Africa, Europe, and Asia: and almost eight times
the area of the United States (Espenshade: 230,
233).
5
FR5: 3; original maps bv Greenwood.
B
AB: 113; FR5: 5; Cycl: 23.
7
KTTM.
T H : map.
'KTTM.
'"Int: Jeff Grubb, Mary Kirchoff.
"Original maps by Greenwood.
l2
OAl-7; KTTM; KT ; TH; original maps by Cook.

The Hordelands

'Int; TH: 2, 19, 64-66.


Int; TH: 48, 49.
T H : map; TF: 25, 42.
'KT : map; TF: 4.
s
Int; TH: 17, 18, 23; TF: 9.
Gaz: 174.
'Gaz: 188; TF: 62.
'KT 31, 32; Gaz: 77.
2

The Eastern Realms

'KT 3; KTTM.
HDA6.
'KT 73, 85, 93, 117.
'OA6.
S
KT 43.
'KT 109.
'OA6; KTTM.
KT 9, map.
OA6.

'"KT
"KT
IZ
KT
"KT
"KT

9.
10, 79; KTTM.
11; KTTM.
11; KTTM.
12.

158
Troy Banks (order #7058520)

"KT 13, 14.


1B
KT 43, 48, 49, map.
"KT 46.
"KT 49, 50.
"KTTM.
*OA6.
21
KTTM.
"KT 69, map.
"TF: 33.
"Int: Cook.
"OA6.
^Gaz: 161, 162.
J
'KT 91, 92; TF: 41.
ZI
KT 127, 130, 146, 157.

Tne Moonshae Isles


The Moonshaes

'FR2: 4, 5.
FR2: 44, 48.
FR2: 53.
'DM: 27; FR2: 48, 49.
TJ: 160, 181.
FR2: 45, 46.
TR2: 47.
'FR2: 31.
DM: 35.
'"DM: 69; FR2: 35.
"DM: 66.
12
FR2: 35.
"DM: 20; D: 16.
"DM: 212.
'5FR2: 56.
"FR2: 35, 37.
"BW: 97, 200; FR2: 32.
"FR2: 32.
"FR2: map.
2
3

Moonshae Paths

'Dates utilize the standardized calendar, Cycl: 6.


Moon phases were the primary indicators of
dates, and many paths are accordingly expanded from what seems apparent from the
tales. Full moons fall about the end of each
month, based on DM: 138.
2
DM: 20.
DM: 19, 27, 33.
'DM: 44, 95.
'DM: 48.
"DM: 63.
TJM: 71-75, 82.
DM: 60, 86, 98.
'DM: 54, 57.
"DM: 58.
"DM: 91.
12
DM: 106, 108.
"DM: 116.
"DM: 96.
15
DM: 115, 130.
"DM: 176.
"DM: 117.
"DM: 119.
"DM: 121, 152, 169.
"TJM: 138.
2
'DM. 132.
"DM: 132.
"DM: 182.
"DM: 173, 176, 185.
"DM: 174, 192.
"DM: 189, 195.
"DM: 190, 203.
"DM: 193, 201, 228, 261.
"DM: 203.
"DM: 204, 205, 211, 215.
"DM: 215.
"DM: 217-219.
"DM: 227.
"DM: 225.
"DM: 241.
"DM: 261, 269.
"DM: 269, 271, 274.
"DM: 300, 301.
J
"DM: 313.
"DM: 284, 293, 302, 338.
"DM: 315, 342, 346, 350.
"DM: 352, 356.

"DM: 363-366.
"DM: 370, 374, 377.
"DM: 380.
"BW: 5, 11.
"BW: 13, 36.
"BW: 8, 15, 18.
"BW: 43.
"BW: 29, 30.
"BW: 33.
"BW: 41.
"BW: 43, 44, 46.
"BW: 101
"BW: 52, 54.
"BW: 61, 66.
"BW: 93, 97, 111, 129, 142, 143.
"BW: 90-92.
"BW: 93, 94, 105.
"BW: 145.
"BW: 140.
"BW: 142, 152, 153, 156.
"BW: 180.
"BW: 188.
"BW: 136.
"BW: 185.
t7
BW: 166.
"BW: 187.
"BW: 177.
"BW: 199, 203.
"BW: 206, 209, 221.
"BW: 239, 247.
7I
BW: 206, 225, 231-237, 253, 254.
7
'BW: 248.
7!
BW: 255.
76
BW: 266.
"BW: 262, 263.
'BW: 275.
BW: 260
"BW: 257, 262.
"BW: 272, 274, 277, 278, 283.
"BW: 286, 290.
"BW: 295, 310.
"BW: 309.
"BW: 310, 313, 314, 324.
"BW: 321.
17
BW: 339, 340, 345.
"D: 55.
"D: 27, 55.
"D: 15, 19.
"D: 27, 29, 32, 41.
"D: 20.
"D: 45.
"D: 46.
"D: 58, 59, 61, 68, 70.
"D: 50, 82.
"D: 62.
"D: 73, 78.
"D: 121.
'D: 85, 86, 88.
""D: 94, 96, 108.
''D: 134, 135.
'03D: 120, 131, 151, 156, 162.
""D: 159, 181.
1OS
D: 152.
'"D: 165, 177, 179.
lor
D: 189, 212, 227.
D: 213, 215, 218.
IO
"D: 201, 202, 216, 228, 229.
"D: 259, 266.
'"D: 243.
'"D: 288.
"'D: 253, 261, 267, 275.
'"D: 285, 294.
'"D: 289.
"D: 293, 294, 313.
" r D: 305, 308, 314, 326, 335, 336.
""D: 316, 317.
""D: 340.

Troy Banks (order #7058520)

Corwell Town

'FR2: 35.
'DM: 23, 263.
'DM: 266.
4
FR2: 35.
'DM: 261, 288; D: 246.
'DM: 289, 296; Int.
7
D: 246; FR2: 36, 37.
'D: 247, 259; FR2: 37, 38.
"DM: 290; D: 306; Int.
'"DM: 289.
"DM: 12, 30, 37, 38.
"DM: 8, 38; FR2: 38.
"DM: 94; Int.
"DM: 297.

"DM: 22.

Caer Corwell

DM: 331; FR2: 35.


DM: 326, 332.
"DM: 320; FR2: 38.
4
DM: 24, 304.
DM: 322, 346.
DM: 321.
7
DM: 336, 344.
'DM: 342.
'DM: 25, 334, 337; FR2: 39; Int.
!

Corwell Keep

'FR2: 34.
'DM: 22, 307; FR2: 38.
'DM: 26, 34; Int.
'Int.
'DM: 49; D: 54.
'D: 142.
"DM: 26; D: 59; Int.
"D: 54; Int.
'D: 142.
'"DM: 105.
"DM: 329, Int.
"Int.
"DM: 116; Int.
"DM: 307.
"BW: 29.
"DM: 109, 110, 306.
"BW: 17, 21.
"D: 277.
"DM: 306; D: 17.
"DM: 307; D: 69.
"DM: 22, 116, 117.
"DM: 117.
"DM: 301; D: 44.

The Big Cave

'DM: 136.
'DM: 139, 140.
'DM: 141, 142.
'DM: 146, 147. Note: All major locations were
based on a sketch map by Doug Niles. Connecting passages and paths were designed as
necessary to fit the published story.
'DM: 148, 149, 152, 162.
DM: 150.
7
DM: 153.
DM: 156, 157, 159.
"DM: 157.
'"DM: 161, 163, 164. Note: The location of this
door along the corridor reentered after
finding Keren's cell was the crucial clue in
the location of almost all the passages. The
companions had to have easy, direct, access
to unoccupied hallways in a part of the
building away from where the firbolgs
chased Kamerynn; while the unicorn had to
take the most direct route toward the outside (though fleeing the giants near the
front entrance).

159

"D: 178, 183, 184; Int.


"D: 186, 190, 191.
"D: 198, 205.

The Sacred Grove


'BW: 45, 87; D: 7.
'BW: 9.
'DM: 54.
'BW: 10, 24.
'BW: 24.

'BW: 9, 63, 118; D: 301.


DM: 276; BW: 24, 29.
BW: 63.
'DM: 276 indicated the pool stood near the
heart of the grove, although on BW: 67 Robyn returned to the pool, then swam downstream from there in the creek which
bordered the edge of the grove.
7

Synnoria

'DM: 212, 213.


'DM: 215; FR2: 56.
3
FR2: 57. Note: The "window" could be compared with the flat upland of Cade's Cove in
the Great Smoky Mountains.
'DM: 218; FR2: 57.
<FR2: 56.
'DM: 216.
7
FR2: 57.
'DM: 210-212, FR2: 56.

The Darkwalker War

'DM: 81, 114.


'DM: 79, 81, 114.
'DM: 78, 115, 267.
*DR: 132. Note: Grunnarch's force of 160
(DM: 116) was "almost as large as Thelgaar's,
yet one hundred of Thelgaar's ships were
sunk by the leviathan (DM: 182), "a third of
the longships" (DM: 201). 240 is a compromise.
'DM: 201, 202, 261.
DM: 192, 219, 223.
TDM: 192.
DM: 114, 192, 193.
"DM: 203, 213, 222, 223, 229, 234, 237.
'"DM: 228-230.
"DM: 230, 231, 238, 239.
"DM: 241-249.
"DM: 244, 247, 253.
"DM: 260.
"DM: 262, 265, 266.
'DM: 265, 269, 280.
"DM: 281.
"DM: 283, 285, 286.
"DM: 290, 292, 295, 300, 301.
"DM: 313, 315.
"DM: 315, 321, 325, 326.
"DM: 330, 331.
"DM: 335-338.
"DM: 335, 336.
"DM: 336, 342, 349, 350.

Caer Allisynn

'BW: 66; FR2: 36.


D: 340.
'BW: 65; FR2: 30. Note: Elminster apparently
saw only the back of the fortress (FR2: 36).
'BW: 67-71.
S
BW: 72-74.
'Int.
7
BW: 75.
BW: 76; D: 210.
'BW: 76, 78.
'"BW: 76, 79, 80.
"D: 210, 243, 314.
"D: 340.
;

Callidyrr

'BW: 200.
!
FR2: 31.
'BW: 200, 267.
BW: 201; FR2: 31.
'BW: 253; FR2: 32.
"FR2: map.
7
BW: 202.
'BW: 203.
'BW: 266, 267.
'BW: 207.
"BW: 210; FR2: 33.
"BW: 200; FR2: 33.
"BW: 211.
"BW: 81, 201, 207, 210, 255.
"BW2: 33; Int.
"BW: 7, 34, 54, 201; Int.
"BW: 227, 237.
"BW: 207, 210.
"BW: 211.
"BW; 211.
"BW: 212-214.
"BW: 226, 227.
"BW: 232, 236.
"BW: 237, 239-243.

The Caverns of Callidyrr

'BW: 254.
'BW: 38-40.
'BW: 241, 243, 244.
BW: 244.
S
BW: 245, 246, 249.
"BW: 251-253.
'BW: 262, 263.
"BW: 262, 275, 289.
'BW: 289, 320.

Doncastle

BW: 167, 170.


'BW: 169.
3
BW: 297.
'BW: 170, 302.
'BW: 169.
BW: 293, 294.
'BW: 258, 297, 302.
'BW: 167.
BW: 169.
'"BW; 180. Note: This differs dramatically
from the FR2: 34 description of Doncastle as
being in the center of a swamp with treeand stilt-cottages.
"BW: 181, 182, 286, 293; Int.
"BW: 258, 262, 268.
"BW: 268, 270, 272, 276.
"BW: 287, 288.
15
BW: 259-261.
"BW: 260, 287, 289.

The Battle of the High Kings

'BW: 255, 257. Note: There is no standard


number of troops in a company or a brigade
(source: U.S. Army Reserve Office, Oshkosh,
WII. After the defeat of Doncastle, one thousand men joined Tristan, hundreds had been
killed or wounded, and many more were still
scattered (BW: 317, 319)indicating a total
original force of about two thousand. While
the Scarlet Guard was,powerful, there was
no indication that its numbers were overwhelming. If each company contained two
hundred troops, the brigades would have included six hundred each for a total army of
twenty-four hundred.
2
BW: 256, 260, 286, 290, 295.
'BW: 295.
'BW: 293, 301.
'BW: 296, 298-300.

BW: 301.
BW: 295.
BW: 305.
'BW: 294, 306, 310, 317.
'BW: 314, 317, 319.
"BW: 319, 321.
"BW: 321, 333.
"BW: 324.
"BW: 326.
15
BW: 329, 330.
"BW: 331-333.
"BW: 334-341.
"BW: 342, 344, 345.
7

The Battle of Bhaal

BW: 345.
BW: 6, 346; D: 63.
TJ: 15, 16, 62.
"D: 135, 136, 155, 159.
TJ: 98, 155.
B
D: 138, 182, 189.
TJ: 243, 255, 256.
D: 257, 306, 314, 319, 331.
D: 333-336.
2

The NoRtb and West


Lands of Icewind Dale
'CS: 11, 12, 17, 18, 22.
2
CS: 23, 42, 44, 45; FR5: 2, 4.
S
CS: 11, 22, 45.
4
CS: 12, 203.
S
SS: 129, 130, 131.
SS: 26, 130; FR2: 3.
'SS: map, 70, 76, 115, 116, 162, 174; FR5: map.
*SS: 69, 70; HG: 13, 14.
SS: 38, 40.
10
HG: 203.
Icewind Dale Paths
'CS: 20, 45, 118.
a
CS: 19; SS: 14, 141.
3

CS: 36-39.

"CS: 20, 29.


S
CS: 46, 48.
CS: 73-81, 85, 119.
'HG: 160.
*CS: 107, 117.
S
CS: 120.
CS: 119, 127, 154.
"CS: 134.
"CS: 135, 136, 145, 148, 156, 157, 162-170.
"CS: 186, 190, 198, 199.
"CS: 194, 195, 200, 201.
"CS: 211.
I6

CS: 223, 224.

"CS: 222.
"CS: 235, 243.
"CS: 259.

Ten-Towns
'CS: 23.
Z
CS: 7, 22, 91.
CS: 23.
'Int. Note: The lower population of FR5: 33
showed the losses from the two great battles.
!
CS: 23, 51, 73.
CS: 55.
'CS: 49, 51.
CS: 244.
CS: 73.
CS: 51, 73; Int.
"CS: 18, 23, 24, 91; Int.
"CS: 328; SS: 16; Int.
"CS: 52; SS: 16.
"SS: 14, 15.
Kelvin's Cairn
'Int.
Lobeck: 245, 564; Strahler: 373, 477.
'Strahler: 316.
'Int.
5
CS: 137, 228.
"CS: 266.

" C S : 260, 263.

21

CS: 264, 266, 274.


"CS: 284, 286.
"CS: 301, 305.
"CS: 298, 299, 319.
"CS: 325.
28

CS: 333; SS: 124. Note: The tale uses the sevendav week, rather than the ten-day week as
stated in
Cycl: 6.
2
'SS: 65.
=SS: 27, 53, 67.
"SS: 76-79, 82, 87.
"SS: 94, 95, 113.
31
SS: 104, 107.
3Z
SS: 114, 115, 124, 127, 130, 131.
"SS: 138, 141, 146.
"SS: 170, 171.
35
SS: 106, 161.
36
SS: 175, 182-184, 189, 191-194, 196-201.
37
SS: 204, 205, 213.
M
SS: 212, 233, 237.
"SS: 217, 225.
SS: 239, 242, 255, 257.

160
Troy Banks (order #7058520)

"SS: 272, 275.


"SS: 321, 334, 335, 338.
43
HG: 12.
"HG: 8, 97-99, 119.
"HG: 12, 18.
"HG: 19, 20, 24, 36, 45.
"HG: 47, 51.
"HG: 73, 79, 86, 105.
49
HG: 86, 94.
"HG: 88, 90, 94, 96, 97, 112.
S
'HG: 88, 112.
"HG: 123, 124, 126, 129, 132, 136, 153.
"HG: 155, 169-171, 191. Note: Day-by-day accounts only support the presence of a waxing
gibbous moon.
"HG: 194, 195.
"HG: 203, 209, 213, 215.
"HG: 228.
S7
HG: 241, 254.
"HG: 234, 235, 263.
SB
HG: 256, 257, 266, 271.
M
HG: 291, 296, 298.
'HG: 300, 301.
"On HG: 171, Captain Deudermont stated his
plans were to sail back to Waterdeep "before
the last of the winter snows have melted in the
North." His offer to transport the companions
soon after the rescue clearly indicated a much
earlier sailing date than his original schedule
(HG: 309). His arrival in Calimport just that
morning would have been anticipated after repairs in Memnon (HG: 155, 170). Even the twomonth sailing time would still have allowed the
companions to reach Waterdeep long before
early spring. The weather conditions would
have been similar: merely due to oncoming
(rather than waning) winter (HG: 309).
63
HG: 97, 99, 119, 309.
"HG: 309.
"HG: 309.
"HG: 309.
"HG: 310.
"HG: 311-314.

'CS: 104.
'CS: 104, 266.

CS: 230.
CS: 44.

"CS: 106, 134, 137, 150.


"CS: 7, 106.
"CS: 150, 152.
"CS: 153, 157.
"CS: 155, 156, 158.
"CS: 128.
"CS: 249, 301, 302.
The Verbeegs' Lair
'CS: 134.
2
CS: 134, 135.
3
CS: 161.
'CS: 162, 163.
S
CS: 163-165.

CS: 165, 16G.


'CS: 171, 181, 182.
CS: 171; Int.
'CS: 171, 183.
'"CS: 172, 173, 184; Int.
"CS: 172, 173; Int.
12
CS: 174; Int.

The Barbarians' Camp


'CS: 64, 65.
CS: 27, 260.

2
3

CS: 8 1 .

CS: 35, 261.

Icingdeath's Lair

'FR5: map.
CS: 201, 203; Lobeck, 125.
'CS: 205; Strahler: 400, 401.
4
CS: 205, 206.
S
CS: 207.
S
CS: 207, 211, 213, 214.
2

Cryshal-Tirith

'CS: 39, 122, 236.


CS: 38, 295.
CS: 39, 123, 240, 319.
'CS: 254, 283.
5
CS: 287-290.
8
CS: 290.
'CS: 276, 291.
CS: 292, 294, 295.
S
CS: 295-297.
"CS: 313, 323.
2

The Battle of Ten-Towns


'CS: 27, 29, 57.
CS: 46, 48, 56, 60.
'CS: 65.
CS: 73.
5
CS: 76.
8
CS: 77.
'CS: 80, 81.

The Battle of Icewind Dale

'CS: 39, 97.


CS: 99, 103.
'CS: 123, 124, 215.
'CS: 185, 186, 190.
S
CS: 223, 224.
8
CS: 223-227.
'CS: 227-228.
CS: 232, 236.
'CS: 236, 242, 243, 245.
'CS: 237, 259.
"CS: 264, 277, 278.
"CS: 260, 266, 286.
"CS: 283, 296, 297, 298, 304.
"CS: 308-318.

Luskan

'SS: 26; FR5: 30.


SS: 27, 28.
S
SS: 32.
'SS: 33.
S
SS: 34, 47; FR5: 30.
SS: 35, 35, 49, 51.
r
SS: 43, 139, 140.
SS: 32.
FR5: 30.
"SS: 56.
"SS: 108, 145.
l2
On FR5: 31, map location number 14 was
omitted, while number 19 (the Hosttower)
was missing from the map of Luskan. Analysis of item numbers 15 to 18 indicated each
of these items was off bv one number, mak2

Troy Banks (order #7058520)

ing the Hosttower number 18. The tower,


however, was the round building.
"CS: 13; SS: 54.
"SS: 55.
1S
CS: 13.
"SS: 109; FR5: 31.
"SS: 56-58.
"SS: 137, 138.

Longsaddle

'FR5: 30.
SS: 115, 116, 122, 123.
SS: 132.
'SS: 116.
S
SS: 117-119.
B
SS: 120-122.
'SS: 116.
'SS: 127, 128.
'SS: 123-126.
2
3

Silverymoon
'SS: 130, 209, 212; FR5: 32.
2
SS: 172, 173.
S
SS: 172, 205.
'SS: 173, 218.
S
SS: 205, 206.
S
FR5: 32, map; original map by Greenwood.
Note: FR5: 33 "Ten-Towns" placed the time of
the Silverymoon map as five years after the
Battle of Icewind Dale, and hence four after
the quest for Mithril Hall.
7
FR5: 32, map.
"SS: 172, 218.
"Although SS: 217 seemed to indicate Bok
stood in the hills north of the river, the pathway map on SS: 7 showed the companions
crossed to the north bank by the city. Also,
the description of Bok's path through the
river into the city indicated he came from
the southwest bank (SS: 217).
"'SS: 218, 221.

The Herald's Holdfast


'SS: 213, 228.
FR5: 42.
SS: 230, 231.
'SS: 228, 230.
S
SS: 231.
S
SS: 235.
'SS: 231, 232.
2

2S

SS: 296, 297.


"SS: 300, 301, 323, 332; Int.
2
"SS: 276, 281, 282.
2
SS: 283.
"SS: 284-286.
"SS: 309, 310; Int.
"SS: 311, 312.
"SS: 313, 314.
"SS: 316, 321.
3S
SS: 307.
"SS: 308.
37
SS: 323, 326, 327; Int.
"SS: 326, 327.
"SS: 333.
"SS: 328, 329.
"SS: 330, 331.
42
SS: 335, 337; Int. Note: The dwarves' claim
that a torch would burn out before striking
the floor indicates more than a two-hour descent (SS: 292). Given a mere 60 mph rate of
fall, the gorge would have been more than
120 miles deep.
<3
SS: 335-338; Int.
"HG: 65, 71, 73, 74.

Neverwinter Wood

'HG: 12. Note: Although the Tower was stated


in FR5:44 to be a day's ride from Longsaddle,
it was forty to fifty miles away (FR5: map)a
day's ride only on a fast horse with good
stamina and the leisure to recuperate from
such a ride. Two to three days would be
more practical.
2
HG: 12.
J
HG: 13.
'HG: 14, 15, 25.
S
HG: 15, 16.
8
HG: 16.
'HG: 18, 22.
'HG: 18.
HG: HG: 19-21.
'HG: 24.
"HG: 24, 49.
12
HG: 37, 39, 41; FR5: 48.
"HG: 41.
"HG: 42.
"HG: 42, 43.
16
HG: 43; Int.
"HG: 44, 45.

Baldur's Gate

Mithril Hall

'SS: 232.
2
SS: 241.
'SS: 243, 244.
SS: 245-248, 251.
5
SS: 249, 255.
6
SS: 249.
'SS: 249.
'SS: 250; Int.
"SS: 250.
'SS: 250, 255.
"SS: 242, 250.
'2SS: 241, 257.
"SS: 9, 214, 258, 259, 308.
"SS: 260.
1S
SS: 261.
"Int.
"SS: 153, 264, 282, 284.
"SS: 263.
"SS: 263, 308, 309.
2
"SS: 270, 271.
Z1
SS: 272; Int.
Z2
SS: 264.
23
SS: 274, 289, 290.
"SS: 292, 295, 298.
"SS: 296; Int.

161

'HG: 79, 85.


HG: 79; Cyclopedia: 26, 27.
'Cycl: 27.
'HG: 85.
S
HG: 86, 90.
6
HG: 111.
'HG: 85.
Cycl: 26, 27.
"HG: 82.
'HG: 83.
"HG: 89, 90.
2

Calimport

'HG: 203.
HG: 157; FR3: 54.
'HG: 202, 204.
'HG: 172.
'HG: 202.
8
HG: 157, 202.
'HG: 111.
DM: 14, 19.
'FR3: 54, 55.
'FR3: 54.
"HG: 202.
'2HG: 157, 204.
"HG: 205.
2

"HG: 158, 204.


"HG: 221, 224.

The Sewers

'HG: 225, 226.


HG: 227.
HG: 226, 227.
4
HG: 228.
'HG: 228.
'HG: 230.
;
HG: 232.
HG: 233, 236.
'HG: 234, 235, 245.
'HG: 240, 242, 246, 247.
"HG: 248, 249, 255.
"HG: 254, 255.
!

Pook's Palace

'HG: 101, 158; Int.


HG: 101; Int.
'HG: 102.
'HG: 101; Int.
'HG: 164, 165.
'HG: 166.
7
HG: 158, 255, 2 6 1 .
'Int.
'HG: 158.
10
HG: 237, 239, 244; Int.
"HG: 245, 253.
12
HG: 248, 252, 253.
"HG: 259, 260, 262, 263.
"HG: 265, 266.
"HG: 266, 296.
"HG: 101; Int.
"HG: 101, 103, 256; Int.
'"HG: 104, 108.
"HG: 105, 107, 108.
!
"HG: Int.
2I
HG: 102, 159, 160.
22
HG: 283.
"HG: 104, 106, 256.
2
'HG: 256, 257, 263, 265, 266, 2 7 1 .
2

The Plane of Tarterus

'HG: 257, 263, 265, 267.


HG: 266.
'HG: 271.
4
HG: 269, 278.
'HG: 267, 270, 272, 278.
"HG: 274.
'HG: 275, 276, 279.
'HG: 273, 278, 279.
'HG: 280, 2 8 1 .
'HG: 281, 289, 291, 294.
2

The Western
HecrRtlands
The Lands of Shadowdale
'Cycl: 32, 74.
Cycl: 35, 36.
AB: 18; Sp: 87.
'AB: 13; Cycl: 35.
s
Cycl: 74."
'FR9: 2-5.
'RA: 2,3.
"PR: 312, 314.
"AB: 203.
'Sh: 13; Cycl: 92, 93.
"Sp: 45.
2
3

Shadowdale

'Cycl: 77.
AB: 149.
Sp: 60, 64; AB: 155.
'Cycl: 77, 79.
s
Sp: 200; Cycl: 79.
"Cycl: 78; FRE2: 48.
2

'Sp: 278, 279, 281.


'AB: 149; Sh: 262; Cycl: 11, 15.
'Sh: 234, 280, 281, 293, 298.
'"Cycl: 78.
"AB: 159; Sh: 212; Cycl: 77.

Sites of Shadowdale

'Cycl: 77.
FRE2: map; Cycl: 77.
FRE2: map. Note: While Sp: 212 indicated the
crypts were ten levels beneath Shandril's room,
this referred to depth, not the actual number of
levels. The water from the Ashaba would have
forced the delvings far below the surface into
impermeable bedrock. Also, T. 41 indicated a
north bank of the dungeon, which may have
been added at the same time as the secret spiral
stair.
'Sh: 258.
'T 35, 39; FRE2: map.
'FRE2: map.
7
Sp: 236, 238, 239; FRE2: map.
'Sh: 259; Sp: 62; FRE2: map.
T 39, 40; FRE2: map. The central stair was
added as it was not reasonable to expect guests
to use any of the other stairs.
10
Sp: 187."
"Sp: 169; T 51; FRE2: map.
' 2 Sp: 242.
"Sp: 244.
"FRE2: map.
ls
Sh: 258.
'FRE2: map.
"Sp: 306.
"FRE2: map.
"Sp: 249.
2
AB: 161; Sh: 265.
21
AB: 159; Sp: 252.
"Sp: 252.
23
AB: 161; Sp: 253, 254, 2S6.
2<
Sp: 254, 255.
"Sh: 265.
"Sh: 275; Sp: 254.
"AB: 150; Cycl: 76.
M
FRE2: 48. "
2!
Cycl: 76.
M
Sp: 219.
"AB: 150, 151.
M
Sh: 234, 293.
"Sh: 292.
"Sh: 298, 300, 301.
"Sh: 299, 325.
"Sh: 325, 328, 330, 334.
2

The Battle of Shadowdale

'Sh: 294, 309.


Sh: 294, 315, 323.
Sh: 296, 297, 302.
'Sh: 309.
5
Sh: 287, 307.
e
Sh: 303.
'Sh: 308-310.
Sh: 305, 310, 311.
Sh: 314.
">Sh: 318, 323.
"Sh: 288.
12
Sh: 318, 321.
"Sh: 289, 315, 317, 318; T: 70.
"Sh: 323, 324.
ls
Sh: 324.
"Sh: 330, 331.
"Sh: 331, 332.
2
3

The Tale of Spellfire

'Sp: 11, 15, 16, 21, 26.


Sp: 30, 32, 37.
Sp: 44, 46, 57-59.
'Sp: 61-64.
'Sp: 47.
Sp: 50, 372.
'Sp: 53, 54, 57, 77, 79, 80, 82, 83, 183.
"Sp: 82, 90, 94, 104.
Sp: 102, 103, 116-119.
">Sp: 137.
"Sp: 143, 148, 161.
' 2 Sp: 163, 164, 179, 182.
!

162
Troy Banks (order #7058520)

"Sp:
"Sp:
"Sp:
"Sp:
"Sp:
"Sp:
"Sp:
2
Sp:
2
'Sp:
22
Sp:
"Sp:
"Sp:
"Sp:
2s
Sp:

174, 200.
232, 234.
240, 242, 244, 245.
269, 276, 301.
293, 298, 342.
300, 301.
304, 306.
309.
324, 326.
317, 318.
334, 335, 337.
364, 366, 368, 369.
374-380.
382.

The Rising Moon

'Sp: 9, 355-358.
Sp: 6, 11, 13, 14.
3
Sp: 369, 371.
'Sp: 369.
s
Sp: 10.
Sp: 15, 364, 369.
'Sp: 14.
"Sp: 11.
Sp: 364.
10
Sp: 17, 221, 222.
"Sp: 222, 224.
"Sp: 14.
"Sp: 23.
"Sp: 10, 361-363.
"Sp: 363.
2

Shandril's Capture

'Sp: 34, 37, 38.


Sp: 47, 48, 372.
'Sp: 49.
'Sp: 54.
'Sp: 54-57.

Sp: 65, 66, 68.


'Sp: 65, 66.
'Sp: 66.
Sp: 45; Cycl: 77.
"Cycl: 66, 67.
"Sp: 79.
12
Cycl: 66.
"Sp: 46.
"Cycl: 66,
"Sp: 66.
"Sp: 67-69.
"Sp: 75, 76.
"Sp: 79.
"Sp: 80-82.
2

R a u g l o t h g o r ' s Lair
'Sp: 6.
2
Sp: 358.
3
Sp: 183, 355, 356, 358. Although Gorstag states
the caverns had been created, it was more
likely that the blasting in the cellars of the
Tbwer Tranquil had revealed a single chamber
and that the cult's efforts had been confined to
exploration and expansion of accessways.
<Sp: 82, 83, 98.
'Sp: 83, 84.
'Sp: 85.
'Sp: 86.
'Sp: 94.
'Sp: 94, 110.
'Sp: 356, 357.
"Sp: 94, 95.
"Sp: 95, 98, 104.
"Sp: 125, 126.
"Sp: 112, 183.
"Sp: 183.

The Tale of the Pool of Radiance

'PRJ: 2-7.
PRJ: 3, 23; RA: 5.
PR: 186, 262.
'PR: 33, 262.
S
PR: 33.
B
PR: 8, 9, 12, 13.
'PR: 56.
"PR: 56, 60.
'PR: 45, 51-53.
'"PR: 8, 17.
2
3

"PR:
12
PR:
"PR:
"PR:
"PR:
"PR:
17
PR:
"PR:
"PR:
20
PR:
"PR:
"PR:
"PR:
"PR:
"PR:
PR:
"PR:
"PR:
"PR:
"PR:
"PR:
"PR:
"PR:
"PR:
"PR:
"PR:
"PR:

30, 71.
82, 83.
92, 128.
136 , 139,
169 , 170,
174 , 179,
202 , 203,
211
208 , 222,
225 , 227.
233 , 234.
239 , 240,
242
249
249
261
263
262
266 , 267,
281
287 , 289,
292-294.
296 , 297.
301
309
311
316

Valhingen Graveyard and Valjevo


Castle

147, 163.
174.
186, 187, 196
205, 241.
229, 232.

242.

272, 278.
291.

Sokol Keep

PR: 92.
PRJ: 6, 7; RA: 15.
3
PR: 104.
'PR: 108-110.
S
PR: 112, 113.
PR: 113: RA: 13-15
7
PR: 113, 115, 117; RA: 15.
'PR: 250.
PR: 120, 121; RA: 14, 15.
'PR: 107 , 122,
"PR: 126 -128.
2

Denlor's Tower

PR: 12.
PR: 74.
'PR: 141, 144, 146, 157.
'PR: 146.
S
PR: 147, 148.
PR: 149.
r
PR: 150- 152.
PR: 149, 153.
'PR: 154, 156.
'"PR: 156
"PR: 156 , 158 , 160.
"PR: 161
"PR: 161-164.
!

The Cadorna Textile House

PR: 84, 172, 173.


PR: 172, 173.
'PR: 172.
'RA: 34.
5
PR: 179; RA: 34.
PR: 179, 180.
'PR: 180.
'PR: 1 8 1 1 8 7 , 190.
'PR: 189.
'"PR: 191.
"PR: 192. Note: T h e location of t h e t r e a s u r e is
different from that listed on RA: 34 and 35
d u e to t h e kitchen and garden's having b e e n
stated to b e across the c o u r t y a r d from t h e
r o o m containing t h e t r e a s u r e .
"PR: 192, 193; RA: 34.
"PR: 193, 194.
"PR: 196.
"PR: 197, 200, 2 0 1 .
2

'PR: 242.
'PR: 45, 47, 48, 5 1 .
'PR: 272, 278, 280.
'PR: 281-283.
S
PR: 285.
"PR: 286; RA: 38, 4 1 .
'PR: 287, 291.
'PR: 295, 296.
'PR: 207, 209.
'PR: 206, 207, 209, 296, 297. Note: This report differs widely from the m a p s and illustrations of RA: 42-54.
"PR: 297; RA: 9. PRJ: 19, 23, 27, m a p (three of
t h e four m a z e sections).
'2PR: 298.
"PR: 299, 300; RA: 44, 53, 54.
"PR: 299, 300.
"PR: 300, 301.
"PR: 301.
' r PR: 185, 186, 301, 304.
"PR: 303, 304.
"PR: 300, 310.
!0
PR. 310. Note: FRC2: 77, 78 suggests Tyrant h r a x u s may have fled to Myth Drannor.

The Tale of Azure Bonds

'AB: 336, 338; WS: 310.


AB: 339, 340, 368.
'WS: 5, 529.
'AB: 258, 341.
!
AB: 12.
'AB: 8, 12, 14, 27.
7
AB: 35, 40.
AB: 43, 51, 56.
'AB: 77.
"AB: 40, 84, 91; WS: 5.
"AB: 100.
U
AB: 110-112, 118.
"AB: 133, 139, 141, 145.
"AB: 148, 154, 184.
"AB: 165, 175, 377. Note: WS: 153 suggests
t h e stone might originally have belonged to
Finder Wyvernspur.
"AB: 179, 181.
"AB: 200.
"AB: 190, 191.
"AB: 201, 204.
20
AB: 223, 225, 232.
21
AB: 233, 236, 245.
"AB: 273, 275, 278, 281, 284, 300.
"AB: 288, 294, 295, 303; WS: 9, 54.
"AB: 307, 336.
"AB: 347-353; WS: 7.
"AB: 358, 363, 375, 376.
" W S : 287.
" W S : 230.
2
"WS: 35, 39.
" W S : 31, 36, 274.
"WS: 246, 274, 278.
" W S : 91, 122.
" W S : 7.
" W S : 7.
" W S : 33, 36, 37, 39.
" W S : 42, 43, 56, 60.
" W S : 7, 27, 78, 89, 90, 95, 104.
" W S : 105.
" W S : 105, 192, 234, 273.
" W S : 141. Note: The o c c u r r e n c e of t h e full
moon on t h e 20th disagreed with t h e time
chosen for t h e o t h e r tale chronologies, so
w a s disregarded.
" W S : 155.
*2WS: 175, 188.
" W S : 237.
" W S : 250, 255, 267, 268.
2

163
Troy Banks (order #7058520)

" W S : 281, 283, 294, 297.


" W S : 301, 307.
" W S : 307, 308.

Suzail

'AB: 6, 13; Cycl: 8 1 .


Cycl: 8 1 .
3
AB: 6; Cycl: 82, 83.
'Cycl: 82* 83.
'AB: 25; Cycl: 82, 83.
6
AB: 112, 113; Cycl: 82, 83.
'AB: 111, 112.
'AB: 7, 12, 13, 341.
'AB: 339.
AB: 17-19.
"AB: 25, 26.
"AB: 24, 34, 90, 9 1 .
!

Mist's Lair

'AB: 18.
'AB: 40.
'AB: 48, 51, 110.
'AB: 44, 48.
S
AB: 44.
6
AB: 45, 46.
'Lobeck: 136, 137.
AB: 47.
AB: 47.
10
AB: 48, 49.
"AB: 48.
"AB: 46, 236.
"AB: 4749.
"AB: 5158, 61, 62.
"AB: 46, 111, 112.
"AB: 113, 117, 235.
S h a d o w Gap
'AB: 6, 106.
2
AB: 6.
'AB: 119.
4
AB: 122, 132.
S
AB: 122, 139.
AB: 136, 137, 140, 144.

Yulash

'AB: 98.
'AB: 98, 172.
'AB: 172, 339.
'AB: 202; FR: m a p .
5
AB: 205; Cycl: 92.
'AB: 203.
'AB: 203, 255; FRC2: 39.
'AB: 201, 204; FRC2: 39.
'AB: 211.
'AB: 202.
"AB: 212; FRC2: 39.
"AB: 213, 214; FRC2: 46.
"AB: 214; FRC2: 46.
"AB: 214, 215.
"FRC2: 46. Note: T h e m a p on FRC2: 48 was
modified to agree with t h e novel.
"AB: 218, 225.
"AB: 219, 222, 223.
"AB: 225, 233, 252.

Westgate

'AB: 258, 259.


Cycl: 89.
'Cycl: 82, 90.
'Cycl: 89, 9 1 .
!
AB: 296; Cycl: 90.
AB: 316.
'AB: 316.
!
AB: 317, 319, 325, 327.
AB: 316.
10
AB: 319, 325.
2

"AB:
I2
AB:
"AB:
"AB:
IS
AB:
"AB:
I7
AB:
'"AB:
"AB:
"AB:
"AB:
"AB:

310,
327,
353.
282,
351.
352,
360.
361,
363,
365,
372.
375;

316.
330, 334.
284, 342.
355, 360.
362, 365.
368.
370.
WS: 26.

Immersea
'WS: 35, 39.
2
AB: 6; WS: 6.
'WS: 6; Cycl: 52, 53.
'WS: 6, 14, 18, 44, 49, 59, 139, 168.
S
WS: 19, 20, 201.
WS: 6, 149.
7
WS: 59-61, 151, 259; Int.
WS: 175, 191; Int.
9
WS: 279.
'"WS: 10.
"WS: 10, 67, 308; Int.
12
WS: 191.
"WS: 145, 148, 149, 162.
"WS: Int.
"WS: 145.
"WS: 195.
"WS: 270, 272.
"WS: 273.
"WS: 18, 198.
"WS: 6; Int.
"WS: 136; Int.
"WS: 280, 281.
"WS: 133-136.
"WS: 280, 281, 283.
"WS: 200, 201.
WS: 202-204.
"WS: 283.
The Avatar Tales
'Sh: 50, 144; W: 331, 332, 341.
2
Sh: 30, 31, 33, 99.
3
Sh: 70, 145.
<Sh: 18.
5
Sh: 26.
Sh: 12-14.
'Sh: 66, 67, 98.
"Sh: 18-20, 22, 45.
"Sh: 26, 28, 43, 46, 49, 63, 64.
10
Sh: 71.
"Sh: 87, 89, 233.
12
Sh: 92, 95, 101, 103.
l3
Sh: 99.
"Sh: 103.
"Sh: 108, 110.
"Sh: 133, 134, 140, 155.
17
Sh: 150.
"Sh: 157.
"Sh: 173, 174.
20
Sh: 184, 185, 187.
21
Sh: 192.
22
Sh: 204, 216, 223, 226.
"Sh: 227, 228, 230.
"Sh: 230, 231, 233, 237, 241.
"Sh: 243, 248, 251, 255-257.
28
Sh: 264.
27
Sh: 281.
"Sh: 282, 286.
2a
Sh: 254, 294.
"Sh: 293, 330, 333.
"T. 32.
"Sh: 329, 334.
"V. 19, 29, 39.
"T. 43, 45.

35

Sh: 302.
T 52, 79.
T 45, 54, 59, 63.
T 82.
3
T. 32, 33, 71, 72.
"T 82.
"T. 95.
"T. 107, 110, 123, 124, 128, 137, 141, 189.
"T. 203.
"T. 204.
"T. 148.
"T. 150, 151.
<7
T: 153, 163, 171.
*T 167, 169.
"T 185, 187, 210.
T 206, 210.
"T. 211, 216, 218.
S2
T 226, 233.
S3
T 234, 286, 289.
"T 250, 257, 262, 275, 277.
"T. 263, 270.
SS
T. 250.
S7
T 281, 282, 284.
S
T 286, 287, 309.
5
T 291, 293, 294.
"T 295, 301.
61
T 305.
38
I7

S2

T: 304, 307.

"T. 305, 306, 309.


"T. 313, 318.
T 310.
T 319, 330.
6
Tl 331, 334.
T 335.
"T 337.
7
"W: 8.
71
W: map 1.
72
W: 1, 3, 14, 23, 28, 32.
"W: 27, 29, 53, 95, 106.
74
W: 24-26, 37, 62.
75
W: 39, 40, 43, 52-54.
7B
W: 57, 61, 63.
77
W: 64,
7S
W: 68, 69.
79
W: 68, 69, 78, 85.
"W: 91, 93, 94.
"W: 92, 102.
"2W: 126, 127.
"W: 110, 114, 115, 123.
"W: 127, 128.
"W: 130, 137.
"W: 138.
7W: 148.
"W: 129, 140.
"W: 139, 144, 147, 153.
"W: 162.
"W: 153-155, 157-160.
"W: 165, 168, 170.
"W: 171, 172, 182, 187, 278.
"W: 189, 191.
"W: 186, 195, 201.
"W: 212.
rW: 213-215, 224.
"W: 311.
"W: 268.
""W: 251, 252. Note: The actual number of
days is calculated backward to have Midnight's prismatic sphere arrive in Waterdeep a few hours before Kelemvor's
arrival.
"W: 253, 257.
102
W: 185, 264, 266.
103
W: 268, 270, 272.
'"W: 273, 290, 292.
"*W: 273, 277-281.
'"W: 292-294.
'D7W: 308, 309.
"W: 311, 315.

164
Troy Banks (order #7058520)

W: 314, 318-321.
W: 326, 330, 331.
'"W: 334, 335, 338, 340, 341.

n0

Zhentil Keep
Cycl: 93.
2
AB: 97.
'Cycl: 92, 93.
4
WS: 287; Sh: 126, 197, 198.
S
FRC2: 51.
6
Sh: 9, 13.
7
FRC2: 52; CABCP: 5.
"FRC2: 53, 55.
B
FRC2: 55.
'"Sp: 142, 275; FRC2: 56.
"Sp: 142, 144.
l2
Sp: 150.
T3
Sp: 144.
"Sp: 269. Note: Cycl: 93 stated the Dark Altar
was in Mulmaster and the Dark Shrine in
Zhentil Keep, contradicting the Spellfire reference.
"FRC2: 58, 59.
1S
FRC2: 56, 59.
17
FRC2: 59, 60.
"Sp: 275, 276.
"Sh: 11; FRC2: 56. Note: Sp: 269 stated one of
the bridges was "twenty man-heights"
above the floor, so six stories might be misleading.
2
"FRC2: 58, 59.
21
Sp: 269; FRC2: 56.
"Sp: 269, 272.
!3
Sh: 11-13.
"Sh: 153.
Arabel
'Cycl: 24, 82.
2
Cycl: 24, 25.
3
Cycl: 26.
-Sh: 30, 31, 33, 99.
'Sh: 43, 46.
'Cycl: 24, 25.
7
Sh: 27, 71.
Sh: 85, 86, 259; Cycl: 24, 25.
Sh: 27, 45.
'"Sh: 60.
"Sh: 53; Cycl: 24, 25.
12
Sh: 28, 53, 60, 61.
"Sh: 56, 57, 71.
Castle Kilgrave
'Sh: 103, 104; FRE1: 17.
2
Sh: 69; FRE1: 17.
3
Sh: 103, 104, 137. Note: FRE1: 17 stated that
the walls were 100 yards on a side, but that
was far too small to agree with Sh: 137 and to
allow the length of search, room sizes, and
complexity of configuration described.
*Sh: 104, 132; FRE1: 18.
s
Sh: 105.
6
Sh: 46, 47.
7
Sh: 69, 105, 106, 133, 136.
Sh: 104; FRE1: 17.
9
Sh: 120, 121.
'"Sh: 106, 107, 137.
"Sh: 106, 107, 128.
12
Sh: 120, 121, 132-134.
13
Sh: 67, 101, 107, 108, 136, 138, 140.
"Sh: 141, 150.
Tilverton
'Cycl: 86; FR map.
2
FRC2: 13; Cycl: 86.
3
Sh: 201, 202; Cycl: 86; FRC2: 11.
FRC2: 14.
s
Sh: 210; FRC2: 11, 13.

Sh: 207.
'Cycl: 23, 86.
Sh: 206.
'Sh: 206, 207.
10
Sh: 206, 208. Note: Although FRC2: 15 indicated rooms lined the exterior walls.
"Sh: 214, 216.
u
Sh: 219.
"Sh: 225, 226.

Scardale

T 128, 149: FRE2: 20.


"T 149, 172, 173; Cycl: 73: FRE2: 21.
T vi; FR: map.
'T. 95; FRE2: map.
S
T 149, 163, 171.
FRE2: map.
T 151, 164, 181, 182.
T. 152. Note: This portion of Scardale was altered slightly from FRE2: map to fit the tale.
T 152, 170.
"T 153, 154, 157.
"T 157-159, 161.
12
T 162, 163, 180.
"T. 170, 171, 178.
"T. 206.
"T. 172, 178.
"T. 210, 212, 214-216.
S

Tantras

'T 226.
T. 228.
*T. 242, 247, 248, 261.
T 232.
S
T 229.
FRE2: 25.
"T. 327.
"T 229, 326.
9
FRE2: map.
"V. 227, 229, 230.
"T 235, 244, 262.
"T. 244, 245, 248.
"T. 251, 319.
T 229, 249, 251.
"T. 274, 286, 309; FRE2: 28.

The Temple and the Tower

T 232.
2
FRE2: 28.
T. 275.
T 275, 312; FRE2: 28.
5
T 275-277.
T. 279, 280.
T. 239, 280-282, 303.
T 283-285.
T. 303-306, 312.
"T 310, 313.
11
T 314, 315; FRE2: 34.
"T. 314-318.
"T. 303, 304, 325.
"T. 334, 335; W: 338.
"T 251, 319, 320, 322; FRE2: 29.
"T. 249, 323.
"T 323, 330, 331.
"T 310, 332.

The Haunted Halls

'W: 25; Cycl: 49.


'Cycl: 50.
W: 25, 33-35.
'W: 25, 33, 37.
S
W: 24, 25; Cycl: 50.
'W: 24.

High Horn

AB: 6; W: 66.
Troy Banks (order #7058520)

Cycl: 50.
W: 66.
'Inferred from the placement of Midnight's
and Adon's chambers (W: 73, 81).
S
VV: 66, 75, 76.
8
W: 65, 71.
7
W: 73, 81, 127.
W: 75.
9
W: 82.
"W: 75, 76, 78.
"W: 79, 81-83.
12
W: 84, 85.
"W: 124, 126.
S

Yellow Snake Pass

W: 92, 110.
W: 110; Cycl: 92.
W: 110, 113, 114.
"W: 129.
s
Cycl: 92.
8
W: 110; Lobeck: 38, 40, 50.
7
W: 111.
'W: 110, 113, 129.
W: 115, 118, 120, 122.
"W: 113, 127, 128.
"W: 129, 130.
12
W: 130,131, 135. Note: These trails were obviously not new, and could be considered as
part of the Bonerun described in FRE3: 21.
"W: 137.
M
W: 139, 148.
2
3

Dragonspear Castle

'W: 195; Cycl: 39; FRE3: 27.


W: 160, 183, 184.
3
W: 195, 200, 201; FRE3: 28.
4
W: 195; Cycl: 39; FRE3: 28.
s
Cycl: 39.
8
W: 198.
7
W: 202-204.
W: 205.
9
W: 206, 207.
2

10

W: 207, 208.

"W: 209, 210.

The Underground River

W: 207, 213; FRE3: 29; Lobeck: 130, 131.


W: 195, 215.
3
W: 209.
"Chorley: 116.
S
W: 213, 214; FRE3: 29.
!
W: 211, 212.
;
W: 213.
'W: 214; FRE3: 29.
S
W: 221, 224.
'W: 208, 311; FRE3: 29.
"W: 212.
"W: 225, 227.
"W: 227; Lobeck: 137.
"W: 228, 229.
'SW: 229.
"W: 229-231.
"W: 236; FRE3: 29.
"W: 231.
"W: 232, 233.
20
W: 233, 235-237.
2

My rkul's Realm

'W: 234, 235, 237.


'W: 245, 251, 252.
W: 251, 260.
4
VV: 252, 340.
5
W: 246, 339.
S
W: 249-251, 253.
7
W: 253, 254.
"W: 255, 256.
"W: 256, 257, 260, 340.
3

165

"W: 260, 261.


"W: 261, 263, 265.
W: 252.
13
W: 264-266, 281.

12

Waterdeep

FR1: 12; FRE3: 54; FRCS: 3.


HG: 172; FR1: 3, 14, 15.
3
HG: 47; W: 270; FR1: 11; FRCS: 3; Cycl: 87, 88.
4
FR5: map; VVTM.
S
FR1: 12; Cycl: 87.
FR1: 11.
7
W: 274; FR1: 22; FRE3: 33.
"FR1: 11; FRCS: 2, diagram.
'FR1: 11, map; FRCS: map 1.
'"FRCS: maps 1, 2, 6; FR1: map.
"FR1: 11, map.
12
W: 270; FR1: 11, map; FRCS: maps 1-10.
"W: 269; FR1: 11, map. Note: On HG: 47, 50,
Khelben apparently led them down and
around the plateau cliff to avoid traversing
the full length of the city to reach the dock
area.
"VVTM.
1S
FR1: 11; FRCS: 11.
"HG: 51.
2

17

W: 272.

"FRCS: 3.
"FR1: 22, map.
"W: 295; FR1: 15, map.
21
W: 5; FR1: 12, 13, 22.
22
W: 273; FR1: 11, map; FRE3: 33; FRCS: map
7.
23
W: 273, 277, 281, 282.
24
W: 292, 294.
2S
VV: 290, 292-294; FRE3: 47, 48.
2I
W: 278, 282, 303; FRE3: 36, 39.
27
W: 292, 294.
"W: 270; FR1: 17; FRE3: 37.
29
W: 294, 315.
"Refer to FR1: map or to FRCS: maps 2-4, 7-9
for street names.
31
W: 294.
32
W: 306.
33
W: 309; FR1: 33, map.
"W: 307-309.
35
W: 312.
"W: 315.
37
W: 316, 317.
"W: 320-322; FRE3: 41, 47.

Blackstaff Tower

'HG: 49, 50.


FR1: 15.
W: 270-272.
*VV: 4, 5, 272.
!
FR1: 14, 15; FRE3: map.
6
FRE3: 33, map.
7
W: 295-297.
"W: 299-303; FRE3: 30.
S
W: 304, 318, 319.
2

Mount Waterdeep

'W: 326; FR1: 22.


FR1: 22; FRCS: 2, 3.
3
W: 276; FR1: 11, 22.
4
W: 273, 294; FR1: 11; FRCS: map 7.
S
W: 274-276, 292, 294; FRE3: 33, 34.
B
FRE3: 41.
7
W: 326; FRE1: 11, 22.
"W: 317, 321, 324, 328.
9
W: 326, 328.
"'W: 329, 332-335, 341; FRE3: 40, 41.
Z

neva, WI: TSR, Inc., 1988.


Greenwood, Ed. FRE1: Shadowdale. Lake Geneva, WI:
TSR, Inc., 1989.
FRE2: Tantras. Lake Geneva, WI: TSR, Inc.,
1989.
. FRE3: Waterdeep. Lake Geneva, WI: TSR,
Inc., 1989.
.. FR1: Waterdeep and the North. Lake Geneva, WI: TSR, Inc., 1987.
Grubb, Jeff. OA5: Mad Monkey vs. The Dragon Claw.
Lake Geneva, WI: TSR, Inc., 1988.
. OA3: Ochimo: The Spirit Warrior. Lake Geneva, WI: TSR, Inc., 1987.
Grubb, Jeff and Kate Novak. FRC2: Curse of the Azure
Bonds. Lake Geneva, WI: TSR, Inc., 1989.
, et al. FR7: Hall of Heroes. Lake Geneva, WI:
TSR, Inc., 1989.
Haring, Scott. FR3: Empires of the Sands. Lake Geneva,
WI: TSR, Inc., 1988.
Jaquays, Paul. FR5: The Savage Frontier. Lake Geneva,
WI: TSR, Inc., 1988.
Niles, Douglas. FR2: Moonshae. Lake Geneva, WI: TSR,
Inc., 1987.
Perrin, Steve. FR6: Dreams of the Red Wizards. Lake Geneva, WI: TSR, Inc., 1988.
Rabe, Jean, Ed. LCI: Gateway to Ravens Bluff, The Living
City. Lake Geneva, WI: TSR, Inc., 1989.
Salvatore, R. A. FR9: The Bloodstone Lands. Lake Geneva, WI: TSR, Inc., 1989.
Swan, Rick. OA7: Test of the Samurai. Lake Geneva, WI:
TSR, Inc., 1989.
Williams, Skip, Ed. 114: Swords of the Iron Legion. Lake
Geneva, WI: TSR, Inc., 1988.

References
Books
Awlinson, Richard. Shadowdale. Lake Geneva, WI: TSR,
Inc., 1989.
. Tantras. Lake Geneva, WI: TSR, Inc., 1989.
. Waterdeep. Lake Geneva, WI: TSR, Inc.,
1989.
Chorley, Richard J., ed. Introduction to Fluvial Processes.
London: Methuen and Co. Ltd., 1969.
Collingwood, G. H. Knowing Your Trees. Washington,
D.C.: The American Forestry Assn., 1945.
Espenshade, Edward B., ed. Goode's World Atlas, 15th
ed. Chicago: Rand McNally & Co., 1978.
Greenwood, Ed. Spellfire. Lake Geneva, WI: TSR, Inc.,
1988.
Lobeck, A. K. Geomorphology: An Introduction to the
Study of Landscapes. New York: McGraw-Hill Book
Co., Inc., 1939.
Macaulay, David. Castle. Boston: Houghton Mifflin Co.,
1977.
Novak, Kate and Jeff Grubb. Azure Bonds. Lake Geneva,
WI: TSR, Inc., 1988.
. The Wyvern's Spur. Lake Geneva, WI: TSR,
Inc., 1989.
Niles, Douglas. Black Wizards. Lake Geneva, WI: TSR,
Inc., 1988.
. Darkwalker on Moonshae. Lake Geneva,
WI: TSR, Inc., 1987.
. Darkwell. Lake Geneva, WI: TSR, Inc., 1989.
Salvatore, R. A. The Crystal Shard. Lake Geneva, WI:
TSR, Inc., 1988.
. The Halfling's Gem. Lake Geneva, WI: TSR,
Inc., 1990.
"
Streams of Silver. Lake Geneva, WI: TSR,
Inc., 1989.
Strahler, Arthur N. Physical Geography, 2nd ed. New
York: John Wiley & Sons, Inc., 1958.
Ward, James M. and Jane Cooper Hong. Pool of Radiance.
Lake Geneva, WI: TSR, Inc., 1989.

Interviews
Greenwood, Ed, Assorted, 1989-90.
Grubb, Jeff, Assorted, 1989-90.
Kirchoff, Mary, May 15, 1989.
Magnuson, Dr. Harold, Dec. 8, 1989.
Niles, Douglas, Assorted, 1989-90.
Novak, Kate, February 14, 1990.
Salvatore, R. A., Assorted, 1989-90.
University of Wisconsin Army Reserve Office, Nov. 30,
1989.

AD&D Campaign Sets


City System. Lake Geneva, WI: TSR, Inc., 1988.
Forgotten Realms. Lake Geneva, WI: TSR, Inc., 1987.
Kara-Thr: The Eastern Realms. Lake Geneva, WI: TSR,
Inc., 1988.
The Horde. Lake Geneva, WI: TSR, Inc., 1990.

Miscellaneous Sources
Biltmore Estate. "Biltmore House &. Gardens." Asheville,
NC: Biltmore Co., 1983.
Computer Product: "Curse of the Azure Bonds." Lake Geneva, WI: TSR, Inc.; Mountain View, CA: Strategic
Simulations, Inc., 1989.
Computer Product: "Pool of Radiance." Lake Geneva, WI:
TSR, Inc.; Mountain View, CA: Strategic Simulations,
Inc., 1988.
Grubb, Jeff and Ed Greenwood. FORGOTTEN REALMS
Adventures. Lake Geneva, WI: TSR, Inc., 1990.
Phillips, Alan. "Caernarfon Castle." London: Her Majesty's Stationery Office, 1961.
Trail Map: "City of Waterdeep." Lake Geneva, WI: TSR,
Inc., 1989.
Trail Map: "Kara-Tur." Lake Geneva, WI: TSR, Inc., 1989.
TSR, Inc. Original maps of the Forgotten Realms.
TSR, Inc. Original text for OA6: Ronin Challenge.

AD&D Game Adventures


Allston, Aaron. N4: Treasure Hunt. Lake Geneva, WI:
TSR, Inc., 1986.
Breault, Mike, David Cook, Jim Ward, and Steve Winter.
Ruins of Adventure. Lake Geneva, WI: TSR, Inc.,
1988.
Carmien, Ed, David Cook, Harold Johnson, Jon Pickens,
David Ritchie, Rick Swan. OA2: Night of the Seven
Swords. Lake Geneva, WI: TSR, Inc., 1986.
Cook, David. OA1: Swords of the Daimyo. Lake Geneva,
WI: TSR, Inc., 1986.
OA4: Blood of the Yakuza. Lake Geneva, WI:
TSR, Inc., 1987.
Dobson, Michael and Douglas Niles. H2: The Mines of
Bloodstone. Lake Geneva, WI: TSR, Inc., 1986.
. H3: The Bloodstone Wars. Lake Geneva, WI:
TSR, Inc., 1987.
H4: The Throne of Bloodstone. Lake Ge166
Troy Banks (order #7058520)

Index of Place Names

O-38
U-38

HUH
that appear in the atlas, although
This index includes the names of all locations
some names from the many Forgotten Realms products may not be included due to
lack of space. Alternate names and/or spellings appear in parentheses after the main
name and are cross-listed. Each entry that may be found on world and/or regional
maps is preceded by its approximate coordinates A bar () indicates that no coordinate applies. All names are followed by the page or pages on which the term (or an
alternate form) may be found. The first page listed is usually the primary locational
reference. Tb find site maps, refer to the Table of Contents.

C-34
J-23
1-23

Abreon
Achelar
Adder Peaks, The
Adder River
Adderswamp, The
Aelor
Aerilpar Forest
Agatha's Lair
Aghazstamn's Lair
Aglarond
Ahs Trango Shan (South Guardian
Peak)
Aina
Airmbult (Thunder Peaks, Storm-fangs)
Airspur
Akado Bay (Akadowan)
Akadowan (Akado Bay)
Akanamere, The
Akanax
Akanul, The
Akari Island
Akkaido
Akshu
Alaghon
Alamaqu
Alambar, River
Alambar Sea (Sahuagin Sea)

H-23
H-18
E-10
F-10
1-31
O-17
K-29
1-18
F-10

Alaor, The
Alaoreaum, Mountains of the
Alaron
Alaron, Strait of
Alashan
Alathil
A-Ling Shan
AUascar, The
AUisynn, Caer

N-15
P-18
J-20
J-21
1-21
119

M-25

E-17
G-21
1-32
J-23
F-17
H-20
F-49
F-49
1-20
1-21
J-20
L-46
H-45
P-37
H19

F-26

K15

G-19
G-20
Q-16
P-17
P-17
O-17
A-35
G-47
118

G-47
O-14
O-20
P-22
P-23
P-22
P-22
H-13
G-13
H-13
C-ll
G-23
G-18
C-15
L-9

F-10
F-10

9, 10
9, 10

O-46
K-17
K-18
E-33
C-23
H-19
F-16

Anhwei
Ankhapur
Ankhwood
Ansi
Antlerbones
Aphrunn Mountains, The
Arabel

viii, 6

0-36

15
11

1-17
F-18
F-17
F-17
C-ll
q-6
B-39
Q-38
F-18
A-22

F-14
A-14
E-17

Arakin
Araksa
Aralent
Arch Wood
Archenbridge
Archendale
Ardeepfore8t
Arevar
Argistikhin
Aris
Arkhen, River
Armridge
Arndtbergom
Arnfinnsheim
Arnrock
Arrabar
Arran, River
Arranford
Aru
Arundi River
Asam Forest
Asavir's Channel
Asbravn
Ascore
Ashaba, River

E-17

Ashaba, Tbwer of (The Twisted Tower)

6, 98,
100,

E-18
E-24
E-23
E-24
E-24

Ashabenford
Ashan, River
Ashanath
Ashane (Lake of Tears)
Ashanwood
Aspenheight
Aspla
Asrama
Assam
Assassin's Citadel
Assundath
Assur
Atai
Athkatla
Ausa (Province)
Ausa (Tbwn)
Ayoi
Aylen Attricus, Tbwer o F

6, 98

10
10

G, 10
6
11

65, 86

98

98, 136
6
19
19

6, 10
6, 10
10
21
19
16
6
14
11

viii, 7,
11
7
6

5, 29
29
15

9, 10
15
6

5,29,
31, 46,
47, 58

7
Almorel
9, 10
Almraiven
99
Alpha Isle
6
Ahumbel
9, 10
Alu
9, 10
Aluar, River
Aluarim
9, 10
9, 10
Alue, Mount
Ama River (Ama Basin)
14, 18
19
Ama, Straits of (Amakaikyo)
6
Amah
19
Amakaikyo (Straits of Ama)
9
Amarast, River
Amlar, Forest of
viii, 10
11
Ammath, River
11
Ammathluir
11
Ammathtar
11
Ammathvale
viii,
5
Amn
5
Amnur, Citadel of
Amnwater
5
5
Amphail
7
Amruthar
Amry
6
Anauroch (The Great Desert, The Great
viii, x,
Sand Sea)
5, 6, 98
8
Anchoril
29
Andover
Andover Heights
29
21
Anechu

Troy Banks (order #7058520)

E-3

E-9
E-9

K-17
1-18
J-19
1-18
G-45
D-31
Q-38
Ml

F-9

H-19
S-35
H-16
D-20
Q-18
N-26
P-37
H-12
N-44
N-46
144

P-13
K-24
N-43
L-9

N-44
F-12
O-17
Q-47
P-38

Bang Nu
Banjir

9, 10
9, 10
14
7

6
6, 98,
129,
133
16
4

6, 9, 10
6, 98
98

6, 98
5

8
18
20

6, 98
7
29
29

9,
6,
9,
6,

10
9, 10
10
9, 10

19
14
20
5
5,6

5, 6
6,98,

Aztul
Azulduth (Lake of Salt)
Bachai
Baelrah
Balanzia
Baldur's Gate
Banang
Bandit Wastes

^42

21

100

101
7

viii, 7
viii, 7
7
29
6
17
6
99

9, 10
11
16
5

20, 21
21
18

139,
141
9
11
20
8
20

5,65,
87
22

viii, 9,
10
21
20

167

D-18
P-43
E-15
E-18
V-49
E-21
F-2

F-25

Q-9

O-46
P-21
N-26
D-20
E-48
G-2

D-19
P-23
G-48
A-13
F-14
G-12
B-ll
H-23
E-22
1-27
Q-34
Q-35
F-9

D-23
Q-47
H-32
K-21
O-14
F-9
All

1-44
E-18

Ban-un
Banyan Foothills
Barbarians' Camp
Barren River (River Stojanow)
Bashan Do
Battle of Bones, The
Battledale
Bawa
Baytown
Beaching Bay (Siiluth)
Beacon Cairn
Beacon Rocks, The
Beanu
Beastburn Lake
Beastlands, The
Beaumaris River
Bejung
Belintholme Island
Bel) in the Depths, The
Beluir
Benduri Forest
Beorunna's Well
Berdusk
Beregost
Benin's Hill
Bezantur
Bezentil
Bhaluin (The Drowned City)
Bhutan
Bidnap So
Big Cave
Bildoobaris (Trade Fair)
Binkohn
Bitter Well Oasis
Black Ash Plain
Black Jungles, The
Black Mountains
Black Raven River
Black Tree, Isle of the
Blackfeather Bridge
Blackstaff Tbwer

Blackstone
Blaskahar
Bleached Bones Pass
Blood Plains, The
Bloodriders' Grove
Bloodstone Pass
Bloodstone, Village of
Blossoms, Sea of
Bluefang Water
Bluetip Mountains
Blythe
Boareskyr Bridge
Bodai River Bed
Bone Castle
Bonerun, The
Borah
Border Forest
Border Kingdoms,' The
Borth
Bottomless Lake of Cherrapuni
(Cherrapuni Nor)
Bounty, Cantrev
Brannoch
Bray
Breakback Pass
Bremen

Bremen's Run

G-15
E-28
1-27

Bridge of Fallen Men, The


Bright Beacon Springs
Brightstar Lake (Gbor Nor)

O43

Broken Road, The


Broken Wall Pass (Repo La)
Bromtor
Brost
Brotha
Bruenor's Climb
Bryn Shander

E-10
M-18
D-14
N-43
_

D-20
D-20
G-45
E-21
N-26
F-10
E-13
Q-38
_

P-17
D-17
L-16
F-10
J-30
E-10
F-10
F-9

G-16

1-32
R-6

H-13
D-20
_
_

20
22

62, 71
99, 113

117
20

5, 6
6, 98

23
6
4
7
8
21
10
11
99
19
4
99
11
19
63
5
5

5, 62
7
7
7
16
16

29, 31,
39
7
21
15

10, 11

9
29

5, 62
18

6, 99,
129

154,

156
28

9, 10

ix, 20
32, 33
6, 99

99
19
6
11
29

5, 129
20
151
144

9, 10
6

9, 10

29

15
29
29
29
6

62, 75,
76

62, 69,
75
6, 98
14

viii, 7,

11
20
15
8
5
99

68,69
62, 66,
75, 76

G-19
R-36

Bulta
Bumi Garak
Cadorna Textile House

99
16

Caer-Dineval

62, 75,

Caer-Konig

62, 75,

F-10
E-10
F-16
E-19
K-13
K-13

Caervu
Caftenor
Calantar's Way
Calaunt
Calim River
Calimport

K-13
E-10

Calimshan
Callidyrr

E-10

Callidyrr, Caer
Callidyrr, Caverns of
Cambrent Gap
Cambro Mountains
Candlekeep
Cape Talath
Carcathen
Castle Crag
Castle Daggerdale
Castle Kilgrave

F-10
F-10
G-12
N-13
H-10
F-16
E-17
F-16

D-20
1-14
J-13
Q-22
M-17
N-33
F-31
G-18
K-43

Castle Krag
Castle of Illusion
Castle of Skulls
Castle Perilous
Castle Spulzeer
Castle Tethyr
Cathtyr
Cauldron, The
Cave of the Monkey
Cave of One Thousand Gods
Cedarsproke
Celestial Sea

Celestial Stairway (of Shadowdale)


Celestial Stairway (of Waterdeep)

A-12
F-9

L-40
M-41
M-40
N-18
N-19
M-19
O-44
F-35
R-19
D-10
D-34
Q-48
E-47
D-14
O-4S
J-30
1-21

Chaingyin
Cham Fau
Chan Lu River
Channath, River
Channathgate
Channathwood
Chanung Marsh
Chao Yang
Chasolne
Chawdik
Chegoyui
Cheinang
Cheju
Chelimber, Marsh of
Chempka
Cherrapuni Nor (Bottomless Lake of
Cherrapuni)
Chessenta

F-47
G-47
K-39
L-41
J-35

Chessenta, Bay of
Chethel
Chigidi Range
Chigiogi Mountains
Chihsi
Chijoshi Forest
Chimotoge
Ch'ing Jung River
Ch'ing'pu
Ch'ing Tung

1-36

Ch'ing Tung River

L-40
F-12
J-20
1-19

Chink'ou
Chionthar, River
Chondalwood, The CSatyrwood)
Chondath

1-18
Q-35
O-41
S-34

Chooam
Chophon
Chowchou
Chowok Pit

1-21
P-23
C-34
C-34
L4O

113,

G-46
_

76
29
28

M-41
M-39
O-38
P-40
L-40
F-37
D-34
F-37

M-10
N-10

115

76

98, 127
6, 99

viii, 9,
65

viii, x, 9
28, 31,
49, 57
5, 49-51
52, 53
29
29
5
9
5

6, 98
98

98, 129,
134,
135
100

5, 63
29
99

9
11

9, 10
15
14
6

ix, x,
20, 21
100

155,

157
20
20
20

9, 10
9, 10
9, 10
20
15

9, 10

28
14
21
19
5
21
15

viii, 6,

10
6
11
14

ix, 14
20
19
19
20
20

15, 18,

20

15, 18,

20

20
5, 87
9, 10
viii, 6,
9, 10
6
16
20
16

Oil

P-14
N-45
H-21
A-14
E-25
E-18

Chozawa
Chrysalis
Ch'u Jen
Ch'ungming
ChuTung
Chu Yuan
Chuanchou
Chukei
Chukei Plains
Chukei Plateau

19
41
20
20
20
20
20

14, 15
14

ix, 14,

Chult, The Bay of


Chult, The Jungles of
Chultengar, The
Chun, River
Chunming
Cimbar
Citadel Adbar
Citadel Rashemar
City of Beauty (Myth Drannor)

K-20
F-33
A-10

City of Flame flbrsch)


City of Melons (Kwachow)
City of Sails (Luskan)

C-ll

City of Splendors (Waterdeep)

G-26
1-24
N-17
F-12
G-13
E-22
E-10
F-10
F-9
F-9

E-19
D-22
A-10
E-21
A-13
P-43
B-ll
H-25

F-14
F-16
G-22
G-21

City of Suffering (Myrkul's City)


Clearflow, The (Clearflow River)
Cliffs of Leaping Horses, The
Cliffs of Talar, The
Cloak Wood
Cloud Peaks, The
Clymph, Fortress
Cobh
Codfin, Cantrev
Codsbay
Codscove
Cold Field', The
Cold Road, The
Cold Run1, The
Cold Water, The
Coldwood
Conqueror's Highway
Conyberry
Copper, Mountains of
Corlyth Creek
Corm Orp
Cormyr

F-9

Corstal
Corth
Corwell Castle (Caer Corwell)

F-9
F-9

F-9
F-9

Corwell
Corwell
Corwell
Corwell
Corwell
Corwell

F-9

Corwell, Caer (Corwell Castle)

F-9

Corwell, Kingdom of
Council Hills
Crags, The
Crimmor
Crumbling Stair, The
Cryshal-Tirith (Regis's Cairn)
Culmaster
Curstallyon
Daerlun
Dag Nost
Dagger Falls
Daggerdale
Daggerford
Dajima River
Dalast
Dalath

L-23
A-ll
H-13
C-12
A-10
F-21
R-7

F-17
D-22
D-17
D-17
D-12
H-45
G-21
J-22

viii, x, 8

E-18
D-20
E-18
D-19
D-21
P21

Q-20
Q-21

R-34
F-15

Daledrop
Dalelands, The (The Dales)
Daleport
Dales, The (The Dalelands)
Dalton River
Damara
Dambrath
Dambron, River
Dancing Dolphins, Bay of
Dark Harvest, The
Dark Temple, The (Temple of Bane)

Darka
Darkhold
Darkwell
Darluj
Darmesh
Darmshall
Daroush
Dathme
Daughters, The (The Ssan)
Dawn, River of
Dawn Warrior, The
Dead Dwarf Bridge
Dead Horse Ford
Dead Man's Walk
Dead Ore Pass
Dead, The Fields of the
Deepglen
Deeping Stream (Glaemril)
Deeping dale
Deepwash, The
Deikhou
Dekanter
Delbyl
Delgora
Delhumide
Delimbiyr ('The River Shining')
Dellon-lune (Redwaters)
Deltar
Delthuntle
Delzimmer
Deng
Denlor's Tbwer

Q-42
K-17
E-10
N-28
C-15
E-16

Dentarr
Derlusk
Dernall Forest
Des
Desert's Edge
Desertsmouth Mountains

B-12
G-45
J-30
G-22
A-23
J-27
F-16
S-35
F-21
F-16
P-23
G-22
N-44
G-48
N-14
0-13
O-13
F-10

Dessarin, River
Devils, Isle of
Dharbang River
Dharg, Sea of
Dharvil
Dhaztanar
Dhedluk
Dilarang Road
Dilpur
Dimswart Manor
Djannath
Dlusk
Do Orabi
Dojyu
Dolphingulph
Dolsel, River
Dolselar
Doncastle

F-19

Doom, Gates of
Dorset
Dougan's Hole
Dragon, Glacier of the
Dragon Falls
Dragon Head
Dragon Reach, The

D-19

Dragon Sea, The (Moonsea)

5
19
6
11

F-48
F-21
F-16

Dragon's Teeth, The (Lui Do-pah)


Dragonfang, Cape
Dragonjaw Mountains (Storm Horn
Mountains)

8
9
21
6

L-9

6, 99,
105,

Q-21
D-20
1-19
P-16

5, 62,
65, 77
viii, 5,
65, 129,
154,

H-24
M-ll
F-26
B-12
D-20
A-14
F-13

5, 63
7

109
10
14

155

150,

151
7

7, 11
9, 10

5
5
7
29

29, 57
29
29

6, 99
7

5, 62
6
63
20
5
7
33

5, 6
viii, 6,
98
7
6
5,

31-34,
42, 45,
58

29, 33

Firth
Harbor
Keep
Knoll
Road
Tbwn

29

34, 37
32

29, 43
29, 33,

168
Troy Banks (order #7058520)

18
8

44
5/

31-34,
42, 45,
58
29
11

5, 62
5
5

62, 74

6
8

6, 98
6, 98
6, 98

M-9

F-9

F-17
F-17
1-16
Q-49
D-14
1-26
J-23
G-24
C-13

P-12
G-21
0-22
M-40

F-10

K-30
F-20
F-9

68,69
98
99
98
99

viii, 6,
97

viii, 10
10
10
139

131,

132
16

5, 6
58
8
10
99
6

9, 10
8
7
8
7

5, 63
99

5, 63
5
29

99, 107
6, 99
6, 9, 10
21
5

7, 11

11
7

5, 63
62, 75

9
6
11
20

113,

114
20

9, 10
29
11

5, 6, 98
6, 98,
121

5, 63
19
15
6
7
11

6, 98
16, 17
6
98
11
6
20
19
9
9
9

29, 31,
54, 57
108
29

62, 75
15

6, 99
29

6, 97,
99

viii, 6,
99, 113
131
19
6

99, 143

G-16
G-16
D-10
E-13

Dragonmere (Lake of Dragons)


Dragons, Lake of (Dragonmere)
Dragonshome
Dragonspear Castle

D-18

Dragonspine Mountains

G-33
O-34
1-27
F-10

Dragonwall, The (Dragon Wall)


Draya
Drowned City, The (Bhaluin)
Drowned Forest, The
Dtakkar
Duathamper, River (Elvenflow)
Duirtanal
Duhh
Dun Hills, The (Lapaliiya)
Dun Hills, The (The Dales)
Dunfeld
Dungar
Dungeon of Swords
Dungeon of the Hark
Dungeon of Death
Durgach
Durkin's Castle
Durkon
Durlag's Tbwer
Durpar
Duskwood, The
Dust Desert, The (Raurin, The Stone
Desert)

L-9

E-19
1-28
M-28
N-16
F-18
P-22
N-16
E-13
D-13
A-12
N-26
E-18
R-38
G-13
M-27
L-18
L-27
L-27
C-12

A-12
F-9
F-9
F-9
H46

F-15
M-21
F20

G-19
E-20
F-16

M-50
M-23
G-23

G-15
F-21

P-17
H-26
J-19
P-18
E-2

D-19
G-24
F-13
1-17
E-19
E-19
D-19
G-16
G-22
C-12
A-13
E-30
D-24
B-39
P-17
N-28
H-22

R-7

H-14
H-13
H-13
F-16

Dustwall, The
Dwarven Halls (The Halls of Hunting
Axe)
Dwarven Valley
Dwarvendarrow (Settlestone, The
Ruins')
Dynloch Pass
Dynnatt, Cantrev
Dynnegall
Dyogo
Eagle Peak
Eartheart
Earthfast Mountains
Earths pur
Earthspur Mountains
East Way
Eastern Realms, The
Eastern Sea
Eastern Shaar
Eastern Way
Easthaven
Easting
Easting Reach
Eastway, The
Edouura
Ejen Horo (Valley of the God)
Elbulder
Elchul
Elion
Elminster's Tower
Elmwood
Eltabbar
Elturel
FJupar
Elven Court
Elvenflow (River Duathamper)
Elventree
Elversult
Emmech
Endless Caverns
Endless Ice Sea, The
Endless Waste, The
Erech, The Falls of
Erlaban
Eru
Esbresh
Escalant
Esdul
Eshpurta
Esmel, Lake
Esmeltaran
Espar

Troy Banks (order #7058520)

6, 98
6, 98
28

5, 129,
146-148
6, 98,
99, 113
ix, x, 15
16
7
29
8

6, 99
7, 11

E-18
O-25
H-28
1-28
F-21
F-21
F-16
E-21
D-15
B-13
E-2

A-10
B-12

11

G-21

99
11

E-10
J-14
C-12
C-14
G-20

9, 10
9, 10

5
S

5, 62

11
98
22
5

viii, 11
9, 10
viii, x,
11
11

5, 63
68, 69
62, 63,
85

29, 31
29, 31
29
19

6,98
10

6,99
99

6,99
98

ix
ix, X
viii, 11
7

62, 67,
75, 76
5, 6
6

62, 66,
67, 75
9, 10
7

9, 10
9, 10

100,

102
6
7
5

9,
6,
6,
6,
6,
7

10
99
99
99
99

5, 63
5, 63
ix-x, 7
7

18

9, 10

11
7
8
5
5
5

6, 98

H-13
G-19
G-21
H-13
B-14
F-15
R-28
E-l

E-15
G-21
F-9

K-32
F-18
F-18
A-12
P-37
S-39
R-43
F-9
F-9

H-28
N-34
F-21
G-21

1-44
F-19
1-12
G-28
A-10
K-19
K-22
D-23
D-17

F-9

E-19

H-17
F-30
L-29
P-44
H-46
H-44
H-48

E-9

E-49
F-16
D-14

Essembra
Estagund
Estan, River
Estanil
Eth, River
Ethdale
Eveningstar
Even's Gulf
Evereska
Everlund
Evermeet
Evermelt
Evermoors, The (The Trollmoors')
Eye, 'The
Faerun (and Kara-Tur)
Fairheight Range
Fallen Idol, Gorge of the
Fallen Kingdom, The
Fallen Lands, The
Fallen Stars, The Sea of (The Inner Sea)
Fang Pass
Fang Rocks
Fang, The (South Fang)
Fangs, The
Far Forests, The
Far Hills, The
Far Nemoree
Farmeadows, The
Farsea Marshes
Farthinghome
Farview
Fatula Chupa
Feather Falls
Featherdale
Fell Pass', 'The
Feifeng
Fenghsintzu River
Fengnao
Fens of the Fallon
Fenton
Fergana Pass
Fij
Filur
Findar
Fiona's House
Firando, Isle of
Fire River
Firedrake Bay
Firepeaks, The
Fireshear
Firesteap Pass
Firetrees
Firward Mountains
Flaming Tower, The
Flamsterd
Flattery's Desert Fortress
Flooded Forest, The (The Dragon
Reach)
Flooded Forest, The (Turmish)
Flowery Pond Well
Flyndagol
Fo Liche Gai
Fo, Mount
Fouchu
Fokobi Forest
Follebu
Foo Nakar
Forest Country, The (Cormyr)
Forgotten Forest, The
Fountain of Nepenthe, The
Fourthpeak

F-10

Freeman's Down

E-17

Fried Elf Water (Lake Sember)

F-12
C-18
B-18

Friendly Arm, The


Frozen Flindyke
Frozen Forest', 'The
Fugue Plain, The
Fuirgar (Land of the Stone Giants)
Fukama
Funearil

K-25
G-48
M-15

169

6, 99
11
7
7
6
6

6, 98
6

5, 6
5, 63
viii, x, 4
62, 72
5, 63,
65
6

viii-x
28
9
5
5

viii, x,
6, 7, 98,
99, 125
5
99
6
5
5

5, 6

11
4

6, 98
6
29
15

6, 99
6, 99
5, 63
16

20, 22

22
29
29
7
16
6
6
49
18

6, 99
5, 9
ix, 7
62

9, 10

Fzoul's Tower

P-43
Q-17
D-20
1-25
H-25
1-44

Gahni
Galdel
Galena Mountains, The
Ganath, Fields of
Ganathwood
Gargantuas, Isle of
Garumn's Gorge
Gatajima
Gate from World to World
Gauros, Gorge of
Gauros, River
Gbor Nor (Brightstar Lake)

F-47
A-12
F-24
E-24
1-27
Q-45
H-27
A-18
P-16
J-30
J-24
1-44
M-25
G-15
G-16
E-9

D-21
H-19
Q-17
J-32
F-17
G-22
1-44

F-17
D-19
D-28
1-44
E-10
F-16
P-20
O-38
E-15
A-12
H-29
1-44
J-30
E-49
1-15
J18

N-27

F-22
J-28
D-20
D-20

11
7
98
29
118

6, 99

F-9

6
14
11
20
19
18
19
29
19

viii, 6,
98
5
149

62, 82,
85

29, 31,
42, 43
6, 98,
103
5
6
6
150
11
19

9, 10

N-44
F-10
D-19

K-38
J-38

C-14
E-9

J-29
E-22
C-15
B-21

C-28

Gench'i
Ghaast, River
Ghaethluntar, The Great Mount of
Ghalagar, River
Ghalyi Shan
Gheldaneth
Ghosts, Isle of
Giant's Belt, The
Giant's Plain
Giant's Run Mountains
Giantspine Range
Giantspire Mountains
Gildenglade
Githim
Glacier of the Lost King
Glaemril (Deeping Stream)
Glarondar
Glass, Isle of
Glass Mountains
Glaun Bog
Glister
Glittering Spires, The
Gloomy Temple, Isle of the
Gnarhelm
Gnoll Pass
Gnollwatch Mountains
Go'aitap
Goblin Marches
Goblintide River
Godswatch Mountains (Teyla Shan)
Gogedo
Gogrus River
Goisho
Golconda
Golden Road, The
Golden Water, The
Golden Way, The
Goldenflow, The
Goliad
Goliad River
Good Mead
Goru Lake
Grady
Grambles Climb
Grampalt Highlands
Grand Canal of the Second Empire
Grand Emperor's Canal
Grass Sea, The
Graypeak Mountains
Graystaad
Great Chain Bridge, The
Great Dale, The
Great Desert, The (Anauroch, The
Great Sand Sea)
Great Glacier, The (Pelvuria)
Great Harbor
Great Ice Sea, The (Yal Tengri)

E-20
M-21
C-15

Great
Great
Great
Great

Imphras River, The


Rift, The
Sand Sea, The (Anauroch, The
Desert)

Q-24

Great Sea, The

A-28
Q-19
K-24
H-27
G-14

Great Spire, The


Great Swamp, The (Rethild)
Great Vale, The
Great Wild Wood, The (Shalhoond)
Green Fields, The

131,

132
20

9, 10
6, 99
7
7
18

83, 85
19
63
7
7

viii, 7,

11
21
7
6

9, 10
15
11
18

viii, 11

6
6
28
6
6

9, 10
15

99, 107
7
18
129
98

6, 99
ix, 7, 14
18
28

6, 98
viii, 10
20

6, 98
5, 63
ix, 7
18
IS
19

6, 9, 10
9, 10
viii, ix,
11
7
11
99
99

62, 75

20
29
99
29
20
20
113

28
IS
7

viii, x,
5, 6, 98
viii, x, 6
155

viii-x, 7,

14
99

viii, 10
viii, x,
5, 6, 98
viii, x,
8-11, 16
7
10
11

viii, 7
5

K-23
F-20
D-15
F-9

M-28
F-10
J-26
E-17
C^O
All

R-36
1-32
E-9

Q-20
G-7

G-17
O-26
B-8

0-12
O-12
C-34
N-26
O-13
O-13
F-9

D-24
P-44
F-20
C-30
H-47
M-42
O-38
P-17
Q-16
N-28
P-16
P-16
P-17
Q-16
G-21
E-18
C-12
B-12
1-18
P-17

Greenfields, The
Grey Forest, The
Greycloak Hills
Greystone
Griffon Mountains
Grimstad
Grinning Skull Oasis
Grotto of the Dracolich, The
(Rauglothgor's Lair)
Grunghuk
Grunwald
Gua Caves, The
Guardian Peaks, The
Gudbrandstad
Guilmarl
Gullrocks
Gulthmere
Gundar, River
Gundarlun
GUT, River
Gurdeth
Gusang, Lake
Gust
Guth, River
Guthland', The
Gwynneth
Habadan, The Falls of
Ha'chou
Haelimbrar's Watch
Hagga Shan
Hagure Jima
Hai Yuan
Haijurwa
Halabar
Halagard
Halahanyl
Halar Hills
Halar, River
Halarahh
Halaze
Halendos
Halfaxe Trail
Halls of Hunting Axe, The (Dwarven
Halls)
Halls of the Four Ghosts, The
Halondar, The
Halruaa

E-19
F-16

Halruaa, Lake
Halu, Lake
Hammer Ford
Hammer Hall
Hammerstaad
Hanchi Shoals
Hang
Hanya Maut Wasteland
Hap
Haptooth Hill
Haqar, River
Harakai Ridge
Hardangheight
Hardcastle
Hark's Finger
Harpers' Hill
Harrowdale
Haunted Halls, The

G-19
C-34
P-22
C-13
M-27
M-27
D-23
C-ll
D-21
B-14
D-20
A-13

Hawk's Isle
Haxkhun
Hazuth
Heartblood River
Heldapan
Heldar, River
Heleng Gap
Helimbrar, Mount
Heliogabalus
Hellgate Keep
Helmsdale
Herald's Holdfast, The

F-20
F-16
A-23
F-10
CHS
O-17

Herald's Hoad, The


Hermit's Wood
Heroes' Height
Hickorydale
Hifuwa
High Aluar, The

Q-17
Q-37
E-19
D-13
E-9
CM7
M6

R-34
E-18
E-18
H-27
Q-35
E-10
K-21
D-22

11

e, 99
5, 6
29
11
29
11

98, 110,

F-24
F-17
B-13

High Country, The


High Dale, The
High Forest, The

C-14
F-19
F-16

High Gap
High Haspur
High Horn
High King's Road
High Moor, The

16
15
28
10
4
6
11
5
9
9
14
11
9
9

E-16
E-20
G-23
B-ll
1-17
H-25

High Moors
High Pass, The
High Road
High Road, The
High Valley of Ospkur, The
High Valley, The
Highlands, The
Highmoon

F-17
F-9

E-10
E-10
P-45

5,29

7
20
99
14
19
20
20

9, 10
9, 10
11

9,
9,
9,
9,

6
99

10
10
10
10

5, 63
5, 63
6

viii, 9,
10

9, 10
16

6, 99
5
28
21
21
16
99

6, 99
7
16
28
10
7
100

6, 99
6,98,
143
99
14
11
63
11
11
7
5

6, 99
5, 63
99

5,63,
65, 81
99
99
7

29,57
21

9, 10

E-14
F-20
F-14
N-45
P-21
D-20
D-18
F-16
V-44
H-48
F-9

F-20
1-20
D-14
E-19
1-18
F-14
C-23
Q-45
O-43
J-32
F-10
O-4S
F-17
E-48
DK-29
F-10
C-31
G-33
F-9

F-10

1-46
C-12
J-28
1-40
J-39
N-44
L-39
M-40
F-17
O-38
E-34
D-19
F-17
F-16
Q-35
K-39
M-39
M-27
D-23
1-45
1-45
A-10
A-14
L-29
C-20
C-19
K-14
A-10
E-20

5, 147,

Highpeak
Highport
Highrock
Hijan
Hill of Fangs
Hill of Lost Souls
Hill of Tbmbs, The
Hill's Edge
Hills of E'sang Yi
Hills of the Dead Kings
Hillsafar Hall
Hillsfar
HUp
Himasla Mountains
Hinomoto
Hjaaren
Hlammach
Hlath
Hlim, Mount
Hlintar
Hlondeth
Hluthvar
Hoarbridge
Hodo'ung Cha Garrison
Hojuro
HoUow Crown Mountains
Holyhead
Honan
Hooknose Crag
Hoparatu River
Hordelands, The
Horsa
Horse Plains, The (Plain of Horses)
Horseshoe Temple Oasis
Horst
Horstall
Hosttower of the Arcane
Hotomori
House of Stone
Howling Gap
Hsiang
Hsi-Feng
H'sin-to
Hsishan
Huan River
Huddagh
Hui
Hulan
Hulburg
Hullack Forest
Hultail
HunChao
Hungtse
Hungtse River
Huorm
Huta Lake (Lake Huth)
Huyusha
Ibhei
Ice Lakes, The
Ice Mountains
Ice Peaks, The
Ice Run, The
Ice, The River of (Pelauvir)
Ice, River of
Iceflow, The
Icehilt, River

170
Troy Banks (order #7058520)

63
63

143
29

F-10
D-13

F-9

viii, 5,
6, 99
6, 98,
129,

111
18

5,62

7
98

149
6

6, 99
7

5, 154
6
7
29

6, 98,

105
29
28
28
20
125
5

6, 99
5, 129
21
10
99

6, 99
98

22, 23

19
29

6, 99
6
5

6, 99
6

5, 6
7
21
20
15
29
21

6, 98
19

C-22
D-21
E-20
D-25
A-10

Icelace Lake
Icelace River
Icemelt, Lake
Icepeak, The
Icerim Mountains
Icewind Dale

Icewind Pass

Icingdeath's Lair

F-47
H-46
Q-44
G-46
H-20
P-19
D-18
J-27
G-16
1-19

F-16
F-16

Iewara
Iiso
Ikuni Wanta
Ikuyu Mountains
Ilighon
Uimar
Ilinvur
Uiphanar
Uipur
Iljak
Ulul
flmwatch
Ihhan
Iluve, The
Ilyaport
Immer Stream
Immerflow
Immersea

6, 98
6,98,

E-24
E-24
J-43
H-13
E-20

Immil Vale
ImmiJmar
Immortality, Isle of
Imnescar
Impiltur

viii, 6,

H-16
E-47
G-21
C-ll
F-22
N-46
K-19
G-20

Impresk Lake
Inani
Ingdal's Arm
Iniarv's Tbwer
Inkra
Inlet of Ty Sune
Innarlith
Inner Sea, The (The Sea of Fallen Stars)

U-37

Intan Mountains
Ioma
Iriaebor
Iris Well Spring
Iron Bay
Iron Fangs, The Gate of (The City of
Gnolls)
Iron Keep

A-9

L-9

E-21
G-19
R-7

N-16

Ml

G-14
H-28

LX

F-9

15
29
29

F-9

29
ix-x, 14

77, 78

19
5

11, 15

20
20
20
20
20

6, 98
20
14

6, 99
6, 98
6, 98
16

ix, 20
20
11
7
19
18

5,62
5,63
11
6
6
9

5, 62
6, 99

O-20

L-28
A-31
D-19
C-12
D-20
H-ll
H-13
B-37
J-14
J-15
N-16
J-13
P-37
H-48
H-48

D-10
H-33
P-38
H-45
J-24
1-25
P-35
M-40
G-47
D-22
G-49
M-45
J-29
J-29
G-45

Iron, Gate of
Iron, Mountain of
Ironfang Keep
Ironford
Ironspur
Irphong, Sea Tower of
Ishla
Issacortae Lands
Ith, River
Ithal Pass
Ithmong
Ithmong River
Itu
Itzuhachi
Itzujima
Ivy Mansion, The
Jacaman
Jade Gate Spring
Janshi
Jasuga
Jhalhoran
Jhandyl
Ji
Jiayu
Jitogawa
Jiyyd
Jodo Plain
Joi Chang Peninsula
Jorhat, Fortress of
Jorhat Shan (Two Brothers)
Jotai

7
6
99
5

via, 7
viii, x,
5, 62,
65

62, 69,
75

62, 72,

73
19
19
20
19
6

9, 10
6
11

6, 98
6, 9, 10
8
6
99
8

9, 10
127

127
7
7
18
5

99
6
19
6

5, 62
7
21

9, 10
viii, x,
6, 7, 98
99, 125
17, 22
5
5,6
15
29
10

29, 42,

58
11
14

6, 99
5, 62
99
5
5
14
9

9, 10
9, 10
9
16
19
19

64, 79
28
15
20
19
11

7, 11

16
20
19
7
19

20, 21
15
15
19

E-8
Q-36
H-45
C-34
J-30
C-34
H-45
O-45
H-47
T-34
O-37
N-37
N-44

Jotunhanuner Mountains
Joya
Jufosu Range
Jugicha
Jumpa River Gorge
Juqan, Mount
Juzimura
KaHan
Kabudono
Kabut VaUey
Ka-iru
KaiShan
Kaji-men Point
Kanaglym

E-48
D-37
E-48
F-47
M-36
E-49
L-41
C-40
L-32
J-30
L-32
Q-45
P-44
S-36
H-14
F-21
O-46
M-41
_

KangBay
Kangs'te
Kanko
Kanshu"
KaoShan
Karak
Karat'in
Kara-Tur (and Faerun)
Karoah (Korobokuru)
Katakoro Plateau (Katakoro Tundra)
Katakoro Shan
Katakoro Tundra (Katakoro Plateau)
Kataninh
KauNe
Kayu VaUey
KeczuUa
Keelbest
Keeling
Keelung
Keeper's Dale

N-28
K-13
G-19
S-36
A-10

Kelazzan
Kehar
Kelthann
Keluh VaUey
Kelvin's Cairn

R-37
T-35
H-14
T-34
Q-16
1-26
R-34
1-31
N-21
M6
H-27
L-39
S-45
S-36
D-20
CM4
F-16
E-20
F-10

Kera VaUey
Kesasar Valley (The Lost Valley)
Keshla
Ketcheel VaUey
Khaerbaal
Khalab
Khampo
Khazari
Kholtar
KhonTre
Khopet-Dag (Spiderhaunt Peaks)
Kiafeng Highway, The
Kichai
Kilap VaUey
Kinbrace
King Wai's Canal
King's Forest
King's Reach
Kingsbay

B-39
O-25
J-24
F-9
R-36
N-9
N-36
E-48
Q-48
E-30
D-10
F-9
M-18
C-40
C-37

Kiysym
Klionna
Klondor
Koart, Cantrev
Kobar VaUey
Kobold Mountains
Ko'Chung
Koje
Kompoa
Kora Shan
Korinn Archipelago
Kork
Kormul
Korobokuru (Karoah)
Koryaz Mountains

D-48
F-47
G-48
F-48
_

Koryo
Koryo, Straits of
Kozakura, Islands of
Kozakura, Sea of
KragPool

F-10
E-23
B-ll

Kressilacc
Kront
Kryptgarden Forest

Troy Banks (order #7058520)

28, 29

16
19
14
ix, 15
14
19
21
19
17
16,20
16

20

129,
149
19
14, 18
19
19
16
19
ix, 20
viii-x
18
15
15
15
21, 23
20
17
5
6
21
20
62, 82,
85
11
9
99
16
5,62,
68, 69
16, 22
17
5, 6
17
9, 10
7, 11
16
15
10
21
7
20
22
17
99
20
98
6, 99
5, 29,
31
18
11
11
29, 31
16
8
16
19
21, 23
14
5,28
29
9, 10
18
ix, 14,
18
19
19
ix, 19
19
100,
104
29, 58
7
5

Q-47
T-35
M-33
F-37
L-41
G-46
K-19
E-19
J-29
S-36
F-33
F-10
Q-16
J-15

Kuan Postroad, The


Kuang Chu Road
Kulta
Kumok
Kuning Valley
Kun-Yen Shan
Kuo Meilan
Kuo TeLung (Shoutu'ling)
Kurahito
Kurrsh
Kurth
Kushk
Kutuk Valley
Kwachow (City of Melons)
Kythyss, Cantrev of
Kythyym
Kzeker
Lac Dinneshere

1-17
P-44
L-40
D-24
K-16
A-35
L-21
G-24
K-9
H-21
O-14
N-16
P-14
N-16

Lachom
Lai Sao
Laiyang
Lake-in-the-Mist (Luirbrech)
Lake of Steam, The
Land of the Snow Spirits
Landrise, The
Lands of the Red Wizards (Thay)
Lantan
Laothkund
'Lapal Sea'
Lapalgard
Lapalgulph
Lapaliiya

P-14
H-23
F-20
E-12
H-22
F-9
N-25
P-17
B-12
D-12
E-10
C-ll
U-35
M-45
E-21
J-29
M-28
L-9
Q-17
L-9
E-22
F-2
F-9
Q-18
Q-16
Q-16
P-16

Lapar, River
Lapendrar (River of Sorrows)
Lariguer
Larloch's Crypt
Lasdur
Last Head
Lastarr
Lath
Laughing Flow, The
Laughing HoUow, The
Lehigh, Cantrev
Leilon
Lekas River
Lenachi
Lench, River
Leopard Shan
Lesh, River
Leth, Gulf of
Letharr
Lethtar
Lethyr, Forest of
Leuthilspar
Leviathan, Strait of the
Lhaddas
Lhair
Lhair, River
Lhairghal (The West WaU)

N-16
1-16
M-18
L-18
1-39
1-43
119
F-9
K-39
N-25
O-39
C-34
E-19
E-10
G-19
F-19

Lhazantal
Lheshayl
Lhespen, Lake
Lhesper
Liaopei
Liars, Isle of
Lilit Pass
LiUemaren
Linshung
Liontongue, The
Liping
Li-raz
Las, River
Iisbunt Mountains
Uth
Living City, The (Raven's Bluff, Ruins of
Sarbreen)
Lizard Marsh
LJandrian
LleweUyn
LleweUyn Harbor
Llorbauth
Llorkh
Lluirflow
Uuirwood

J-37
E-36
F-17

D-ll
F-10
F-10
F-10
1-16
C-14
P-22
O-23

171

JO

14
6, 98
21,23
17
15, 16
18
20
19
9, 10
6,99
15
17
14
29
9, 10
9, 10
62, 67,
75
6, 9, 10
20
20
7
9, 10
14
10
7
viii, 8
6
9
9, 10
9
viii, 9,
10
9
7
99
5
7
29
11
9, 10
5, 63
5
28
5, 62
17
21
6
15
11
8
9, 10
8
7
4
29
9, 10
9, 10
9, 10
viii, 9,
10
9, 10
6, 10
9, 10
9, 10
20
18
6
29
20
11
20
14
6,99
28
99
99
5
29
5, 29
29
6, 9, 10
5
11
11

F-9
1-40
1-39
H-32
P-44
P-35
O-38
F-19
J-25
D-14
A-13

Uyrath Forest
Lo Pan Road, The
Lo Shan
LoTu
Lo'ha
Lokar Pass
Loking
Lone Rock
Lonely Lake, The
Lonely Moor, The
Lonely Tower, The
Lonelywood

G-16
1-23
1-43
F-24
D-21
B-ll

Long Arm, Lake of the


Long Beach, The
Long Haired and Long Eared
Barbarians, Isle of
Long Portage, The
Long Road, The
Longsaddle

E-18
F-20
B-13
E-18
D-17
T-35
C-13
P-46
F-48
D-24
O-23
P-23
P-23
O-12
G-19
All
N-16
A-10

Lost Dale, The (Vale of Lost Voices)


Lost Lodes, The
Lost Peaks, The
Lost Trail
Lost Vale (Tarkhaldale)
Lost VaUey, The (Keassar Valley)
Loudwater
Luang
Lui Do-pah (The Dragon's Teeth)
Luirbrech (Lake-in-the-mist)
Luiren
Luirenstrand
Luirund
Lundeth
Lurath
Lurkwood
Lushpool
Luskan (City of Sails)

1-21
F-20
E-13
Q-21
E-46
F-10
1-44

Luthcheq
Lyrabar
Lyrar's Hold
MaarUth
Machukara
Macsheehan, Cantrev
Madness, Isle of
Maer Dualdon

Q-17
J-21
1-24
P-18
Q-17
P-18
Q-18
Q-16
E-19
K-30
H-35
O-16
F-20
R-46
N-15
1-31
E-49
F-9
A-13
C-26
0-41
T-47
J-14
P-45
F-16
G-48
G-46
E-19
G-22
G-46
S-34
D-19
J-13
D-20
C-ll
D-22
F-33
1-23

Maerass
Maerduuth
Maerlar
Maeru, Lake
Maeru, River
Maeruhal
Maerzalar
Maezoun
Mage's Tower, The
Mahamsaratsui Shan
Mai Yuan
Mairb
Mai, Fortress of
Malatra
Malaxer
Manass
Manchar
Manger
Many Arrows, Citadel of
Many Windowed Tower
Maoling
Marabaya
Marching Mountains, The
Markan's WiUows
Marsember
Marujima
Masakado
Maskyr's Eye
Masrine
Matazan, Mount
Medan Perang Grasslands
Melvaunt
Memnon
Merchant's Run
Mere of Dead Men
Mereth, Lake
Merket Depression (Merket Oasis)
Messemprar

29, 31

20
20
15
20
16
20

6, 99
11

5, 6
5,63
62, 67,
75
6
7

18
7

6, 154
5, 62,
65, 79
6, 98
99
63

99, 109

98
17
5
21
19
7

viii, 11
11
11
9
99
62

9, 10
5, 62,
64, 77
6, 10
6, 99
5
10
19
29
18

62, 67,
75

9, 10
10

7,
9,
9,
9,
9,
9,
6,

15
15

11
10
10
10
10
10
99

9, 10
99

21,23
9, 10

15
19
29

5, 63
7
20
23
9
20

6, 98
19
19

6, 99
6
19
17

6, 99
9
99

5, 62
7
14

7, 11

J-22
J-22
E-22
P-15
Q-15
J-31
G-48
M-25
N-16
G-48
G-22

M8

Q-49
1-37
G-47
K-16
Ell

D-22
J-14
A-ll
A-ll
A-10
G-19

L-36
K-24
F-16
D-24
M-9

E-17

B-13
F-26
D-12
N-17
Q-17
A-12

Methmere
Methwood
Mettledale
Mhair
Mhairhetel
Mhodi Shan
Mi, Gulf of (Miumi)
Midwinter Pass
Mierskar
Mikedono
Milvarune
Mimph
Min Loh
Minlow
Minodati Forest
Mintar
Mintarn
Mintas Rhelgor
Mir, Forest of
Mirabar
Mirabar, Mines of
Mirar, River
Mirg Isle
Mirror Lake
Mishan
Mishtan
Mist's Lair
Mistbridge
Mistcliff, The
Mistledale
Mistledale Mount
Mists, Citadel of
Mists, Lake of
Misty Forest
Misty Vale (of the Grugach), The
Mithel
Mithril Hall

P-18
G-48
P-44
E-18
D-20
O-42
F-47
1-44
E-20
N-46
D-19

Mithtar
Miumi (Gulf of Mi)
Mo Leechi
Moander's Road
Mogador, Lake
Mokan River
Mo'ki
Momoben Forest
Monastery of the Yellow Rose
Montow
Moonsea (The Dragon Sea, Sea of
Dragons)

E-9
E-9

Moonshae, Sea of
Moonshae Isles, The (The Moonshaes)

A-13
D-20
R-7
F-9

1-22
N-27
C-40
D-20
A-14
M-28
1-13
M-9

Q-36
J-13
1-23

A-9

N-34
D-23
1-25
F-18
J-24
D-19
E-24
F-24
F-24
F-47
H-12
H-22

Moonwood, The
Moortown
Mor, The
Moray
Mordulkin
Mordyr
Morochiy (Wu-haltai)
Morovar
Morueme's Cave
Morvar
Mosstone
Mother-of-Mists
Motra
Mouratlvi Teshu Mir
Mourktar
Moving Ice, Sea of
MTsin
Muirenon, Lake
Mulharahold
Mulhessen
Mulhorand
Mulmaster
Mulptan
Mulsantir, Lake
Mulsantir, River
Muradi Lighthouse
Murann
Murbant

11
11
7

9, 10
9, 10
IS
19
11

9, 10
19

6, 7
6, 9, 10
21, 23
IS, 20
19

9, 10

S
7

9, 10
5, 62
5, 62
5, 62,

77
99
41
IS
11

98, 120
7
8

6, 98
100

5, 63
viii, 7
5

9, 10
9, 10
5, 62,
63, 65,
82, 83,
85

9, 10

19
20
98
99
20
19
18
99
21

viii, 6,
99, 113,
131

5, 28
viii, x,
5, 28,
29

63, 81

99
8

5, 29
6, 7
11
18
99
5
11

S, 9
8
16
9
7

5, 62
16
7

7, 11
6, 98
viii, 11
6, 99
7
7
7
19
S
7

L-32
K-30
H25

1-25
1-25
M6

D-23
M9

J-13

F-9
F-9

N-28
F-10
E-18
O-25
N-34
N-34
118

K-19
J-18
J-18
F-46
G-48
Q-47
Q-34
C-39
B-13
1-45
D-41
1-29
0-46
E-23
D-22
C-48
M-28
D-21
D-23
N-12
1-32
G-13
0-18
G-17
D-25
A-24

K-32
F-16
G-13
E-19
H-10
J-23
Ml

H-13
D-8

A-12
G-23
A-15
G-23
G-21
B-10
B-ll
B-ll
F-21
E-22
E-29

Q-7
R-6
F-l

1-18
Q-7

P-17
D-23
1-18
M-15
1-43
D-22
J-32
K-30
K-32
F-48
F-48

E-9
E-9

Muren Khi
Muren Tso
Murghol, River
Murghom
Murghyr
Murpeth
Muskar, Lake
Mussum
Myratma
Myrkul's City (City of Suffering)
Myrloch
Myrloch Vale
Myrmyr
Myrrdale, Cantrev
Myth Drannor (City of Beauty)

viii, 7
7
6, 9, 10
7

6, 9, 10
9

150,

151
29
29
11

29, 31
6, 99,
105,
109

11
Naarlith
16
Nad Ho
16
Nad Ho Ting
Nagaflow
6, 9, 10
9, 10
Nagaford
9, 10
Nagarr
9, 10
Nagawater
ix, 19
Nakamaru
Nakohama
19
21
Nalamh
Nam Tso
16
18
Namaskar Hill
5, 63
Nameless Dungeon, The
18
Nanaichi River
Nanayok
18
15
Nanhu Oasis
21
Nanton Caverns
7
Nardol, Fortress
viii, 7
Narfell
Narinoshima
19
11
Narrow Seas, The
6
Nar-sek Qu'istrade
7
Nar-sek Qu'tel
8
Narubel
Nas Trango Shan (North Guardian Peak) 15
5
Nashkel
9, 10
Nath, The
Nathlekh
6
7
Nathoud
7
Naupau
Naval Harbor
155
15
Neachal Fountain
Neck, The (of Dragonmere)
6, 98
Neck, The (of Tethyr)
5
Neiroon's Hut
6, 99
5
Nelanther, The (Pirate Isles)
11
Neldorild
Nemesser, Sea Tbwer of
5, 8
5
Neng, Lake
Nerth
28
Nesme
5, 63
7
Nethentir
Nether Mountains
5
Nethjet
7
6
Nethra
Neverwinter
5, 62
Neverwinter River
5, 62
Neverwinter Wood
5, 62
New Sarshel
6
Nighthawk Tbwer
7
Ni-Ko Oasis
14
Nimbral (The Seahaven')
viii, 8
Nimith
8
4
Nimlith
Nimpeth
6, 9, 10
Nimsur
8
Nishtul
9, 10
7
N'Jast
Nleeth
6, 9, 10
Nlintar
9, 10
No Mosquitoes, Isle of
18
Nobis
7
Nor Takt
15
Nor Tso
IS
Nor Yudol
IS
Nore Straits (Norekaikyo)
19
Norekaikyo (Nore Straits)
19
28
Norheim (Norheim Isles)
Norland
5

172
Troy Banks (order #7058520)

15
15
7

E-9
E-9
E-9

1-32
E-9

A-21
1-20
1-20
1-20
Q-16
F-21
F-9

H-49
G-48
F-10
G-46
F-47
G-48
G-48
E-10
K-31
K-19

F-9

F-10
F-9
F-9

H-48
P-38
119

P-18
H-17
F-9

F-18

28
Norland Town (Rogarsheim)
Norland, Bay of
28
28
North Cape
121
North Gate Inn
North Guardian Peak (Nas Trango Shan) 15
28
Northwind Strait
6
Novularond (Peaks-in-the-Ice)
Nun
6
Nun, River
6, 10
6, 10
Nun, The Fields of
9, 10
Nuulatha
Nyth
6
29
Oakvale
Obakuto
19
Odako
19
Ogden
29
19
Ojichizu
Ojy-do
19
Okahira
19
Okaroshima
19
Olafstaad
28
Old Iron Road
15
Old Road1, The
9, 10
Old Skull
100
100,
Old Skull Inn

Old Stonewood
O'Malley
Oman's Isle
Oman, Strait of
Omitsu Wan
Omwa
Orbech
Orbedal
Orbrekh
Orcskull Mountains
Ordulin

Oresk
Or-ghash, Mount
Orhamphal
Origanya Range
Orlil
Orlthar
Orlumbor
Ormar, The
Ormath
Ormen
Ormen, The Plains of
Ormpe
Ormpetarr
Ormpur
Ormpur (The Wormbones')
Orolin, Ruins of
Orphel
Orsraun Mountains
Orvyltar
Osker
Oslin
Ostra
Outer Isles
Outlaw Waste (The Swagdar)
Overmoor Trail
Oversember Vale
Pabex
Padang
Paektu-san
Paikai
Palace of Balinalkai
Pan
Pandira
Panjang, Lake
Panjang River
Panjuis
Parmahana
Pasar (City)
Pasar (Province)
Patayang
Patience, Sea of
Pazruki, Forests of the (Pazruki Lands}
Pazruki Lands (Forests of the Pazruki)
PeNok
Peaks of Flame, The
Peaks-in-the-Ice (Novularond)
Peaktop Eyrie

1-44

Pearls, Isle of

G-19
C-34
P-17
F-46

L-9

G-22
E-12
R-7

1-17
R-7

0-7
N-26
J-18
D-22
M-17
D-16
M-26
H-18
N-28
G-22
J-21
D-20
1-43
P-19
G-15
F-17
R-35
S-36
F-48
F-46
B-41
E-48
D-10
U-36
U-36
A-33
U-47
S-36
R-35
T-44
1-45
B-35
B-35
N-46
N-10
A-21

103
29
29

5, 29

29
19
20

6, 10
9, 10
6
29

6, 99,
105
99
14

9, 10

19
8
6
5
8
6
8
8
11

9, 10
7

9, 10
6, 98

11
6
11
6
10

6, 99

20
10

6, 98
98, 108

16
17
19
19
18
19
28
17
17
14
23
16
16
22
19
14
14
21
8
6

155,
157
18

C-18
B-21
F-10
0-44
N-44
T-38
C-34
H-18
T-39
1-26
M-28
1-27
F-22
D-18

Pelauvir (The River of Ice)


Pelvuria (The Great Glacier)
Pembroke
Penchow, The Fields of
Pendir Chao
Penting
Peqqir
Perloush, The
Petan
Phannaskul
Pharsul
Phelzol
Phent
Phlan

Phlan, Bay of
Phsalt
Pick n' Axe
Piergeiron's Palace
Pimtung
Pingchow
Pingtung
Pirate Isles (The Nelanther)
Pirate Isles of the Inner Sea
Pirates' Caves
Pirates, Bay of (Yaulazna)
Plain of Horses (Horse Plains)

F-22
F-20
_

q-36
M-39
Q-39
H-10
G-19
F-9

R-18
C-31
_

P-34
1-44
F-9
_
_

E-18

1-26
1-13
B-10
D-17
D-20
D-20
G-18
H-23
G-15
L^t6
F-19
G-16
G-15
P-12
K-31
J-27
J-12
B-7

P-47
H-13
T-38
H-24
F-47
N-27
0-46
E-49
G-29
F-48
P-24
O42
R-37
D-18
F-32
D-10

111

1-24
1-30

F-9

B-39
E-24
E-24
H-13
C-ll
P-ll
D-ll
M-19

Plane of Tarterus
Po Yul Dzayul Range
Poison, Isle of
Pontswain
Pook's Palace (Thieves' Guildhall)
Pool of Loss, The
Pool of Radiance, The
Pool of Yeven
Port Ashaba
Port Ghaast
Port Kir
Port Llast
Port Miir, Ruins of
Portith
Praka
Prespur, Isle of
Priador, The
Priapurl
Prioto Islands
Procampur
Pros
Proskur
Psamma
Punakha Dzong
Purple Dust, The Plains of
Purple Hills, The
Purple Rocks, The
Pursai
Purskul
Putin Shrine
Pyarados
Pyong Do
Pyratar
Qi Dao
Quang Muku Forest
Quaraband
Quelpart
Quelthiir, Isle of
Quenche
Quitoka
Quivering Forest
Quoya Desert
Rabin's Reef
Race, The
Rainbow Falls, The (Rauthgor)
Ra-Khati Mountains
Ramshorn
Rartu
Rashemen
Rasho, River
Rashturl, Citadel of
Rassalantar
Rassatan
Rat Hills, The
Rathgaunt Hills

Troy Banks (order #7058520)

viii, x, 6
29
20
20
22
14
6
22

E-17

Rauglothgor's Lair (The Grotto of the


Dracolich)

98, 110,

L-27

Raurin (The Dust Desert, The Stone


Desert)

viii, x,

K-28

Raurinshield Mountains (Raurin Alta)


Rauthaven
Rauthenflow, River
Rauthgor (The Rainbow Falls)
Rauthil
Rauvin, River

ix, 11

Raven, The Citadel of the


Raven Rock
Raven's Bluff (The Living City, Ruins of
Sarbreen)
Ravensburg
Rawan
Rawlinswood, Forest
Razi Pass
Reach1, 'The
Reaching, River
Red Giant, The
Red Haven
Red Larch
Reddan, River
Reddansyr
Redstone Castle
Redwater
Redwater Dale
Redwaters (Dellon-lune)
Refuge Bay
Regentsfield
Reghed Glacier
Regis's Cairn (Cryshal-Tirith)
Rendah River
Rendai Hills
Renkyu
Repo La (Broken Wall Pass)
Reth
Rethild (The Great Swamp)
Rethmar
Riatavin
Ride, The

6, 98
5, 62

R-7

7, 11

1-26
1-24
1-25
A-13

6, 99,

D-17

7, 11
11

113
113
7
99
155
16
20
20
S

6, 99
29

9, 10

viii-x,
14
94
16
18
29

89, 92,
93
156
117
98
137
7

5, 9
5, 62
6, 98
99
99
99
7
6
21

6, 99
6, 98
6, 98
9
15

viii, 11

9
4
21
5
22
7
19
11
21
19
15
19
11

20, 22
16

99, 113
ix, x,

14, 15

28

5, 8
7
15
29
18

viii, 7
7
5
5
8
5

9, 10

All

F-19
E-20
M-28
E-21
R-36
A-20
F-14
R-19
J-23
C-ll
G-16
G-16
_

G-16
G-16
_
Nil

F-10
A-10
A-10
S-42
H-36
G-47
1-32
H-20
Q-19
M-19
1-15
D-18
1-22
H-14
M-21
0-45
_

C-13
1-20
J-39
1-24
K-19
E-9

O-34
K-25
E-9
C-8

A-12
F-2

H-46
Q-16
E-24
F-48
F-9

Riders to the Sky, The


Ridge, The
Riftlake, The
Rintai Plains
Rising Moon, The

111

11

7, 11
7
7

5, 63,

81

99

6, 99
11

6, 7
16
6
5

9, 10

11
5

F-18
F-19

Salpir
Salpir-Isle
Salt', The Lake of (Azulduth)
Samagard
Samar, River
Samarach
Samargol
Samarlogh, The
Sambar
Sambar-Run, The
Sammaresh
Samorath
Sampar
Sampranasz
Samra
Sandsrun
Sapra
Sar, Mount
Saradush
Sarbreen, Ruins of (Raven's Bluff, The
Living City)
Sari, Lake
Sarshel
Sashenstar, River
Satyrwood (The Chondalwood)
Sayan
Scar Harbor
Scar, The
Scardale

8
8
11
8
8
8
8
8
8
8

9, 10
viii
17
11

6, 9, 1C

11
6
5

9, 10

99
19
6
8

9, 10

21
137

99, 137
6, 99,
129,
137
11

viii, 8

M-19
C-12
X-38

Scarlet Jungle, The


Scelptar, River
Schamedar
Scornubel
Seahaven, The (Nimbral)
Seawolf
Sebben
Secomber
Segara Sea

0-37
T-3S
M-27
F-18

Seikung
Selatan
Seldazzar
Selgaunt

17
11

0-11
D-ll
L-16
E-17

Selgol, Mines of
Selpir, The
Selpt
Sember, Lake (Fried Elf Water)

107

E-17
F-18

Semberflow
Sembia

20

J-28
1-27
H-46
U-31
1-28

Semkhrun
Semlithtol
Semmishi
Sempadan Forest
Semphar

1-29
J-27
N-45
G-49
0-46
G-48
G-48
G-48
N-41
H-29
D-13
E-13
E-13
E-17
J-18

Semphar Plain
Sempharwater
Sengchou Fortress
Senita
SeNotan
Senshi
Senshi Islands (Senshimaretta)
Senshimaretta (Senshi Islands)
Sentai
Sentinelspire
Serpent Hills
Serpents Cowl
Serpent's Tail Stream
Serpentsbridge
Sespech (Land-Between-The-Rivers,
The)
Settledale

8
29

5, 62
62, 74
22
15
19
15
6
10

9, 10
5, 6
6, 98,
99

7, 11

5
10
21

106,

7, 11
9, 10
5, 28
16
11
28
5

5, 62,
65,85
9, 10
7
19

29, 31,

40

9, 10
6, 98
6, 98
viii, 7,

11
20
20
15
22
19
9

9, 10
20
20
16

173

H-46
F-21
M-10
J-20
P-47

M-28
L-16
K-14
F-14

4
19

Saibo
Saihoji
Saikhoi
Sainao
Saishu
Salban, River
Salhantar
Saling
Saling, Lake
Salju Mts.

N-15
0-11
U-33
J-23
1-19
M-28
H-20
C-ll
J-15
F-19

62, 75

127
6
6

Ruith
Rukimbaru
Rulasuu
Running Rocks, The
Ryuten
Sacred Grove, The

P-38
0-38
J-30
R-38
E-47
O-12
P-17
P-37
P-37
S-37

Oil
Oil
L-9
L-9

5, 63
6, 10

Saelmur
Saerb
Saerloon
Sahuagin Sea (Alambar Sea)

K-24
P-ll
0-11
O 11

6, 98
6, 98

River Shining', 'The (Delimbiyr)


River's Run
Road of Seven Drunkards, The
Road to the Dawn, The
Roaringford
Rogarsheim (Norland Tbwn)
Rokstang
Rolling Stone Gap
Rottesheim
Ruathvm
Ruins', 'The (Settlestone,
Dwarvendarrow)

K-16
F-17
F-18
1-23

R-7
R-6

Q-6
E-9

A-12

F-19
M-26
L-19
L-17

Settlestone (Dwarvendarrow, The


Ruins')
Sevenecho
Sezilinta
Shaar River
Shaar, The

M-18
L-19

Shaareach
Shaarmid

A-12

9, 10
9
5

28

9, 10
5

ix, 16,
17, 22
16
6, 99,
105
8
5

9, 10
6, 98,
105

6, 98
viii, 6,
98, 99
11

7, 11
19
17

viii, 7,
11
11
11
20
19
21
19
19
19
20
7
5
5
5
98

9, 10
5, 62,
65, 85
85

6, 99
11

9, 10
viii, 9,
10

9, 10
9, 10

L-19
E-17

Shaarwood
Shadow Gap

_
E-17

Shadow Ridge
Shadowdale

E-17
H-15
_
1-16
1-16
H-27
1-19
J-29
J-29
J-31
J-32
Q-40
L-37
P-37
A-22
F-9
M-43
R-36

Shadowdale, Village of
Shadows, Forest of

Shalane
Shalane Lake
Shalhoond (The Great Wild Wood)
Shamph
Shan Karsha
Shan Nala
Shan Pi
Shan Trango
Shang Stzi
Shangtou
Shanggui
Shannath
Shannyth River
Shansin
Shao Mountains

E-17
M-17
M17
1-39
N-35
E-24
G-45
K-30

A-12
C-13
H-16
L-13

Shargraillor's Lair
Sheirlantar
Sheirtalar
Sheng Ti
Shentsa
Shevel
Shidekima
Shigatse Glacier
Shimmergloom's Lair
Shining Creek
Shining Falls, The
Shining Plains, The
Shining Sea, The

MS
1-44
F-48
R-41
1-23
R-17
F-48
G-47
M-40
R-38
O-44
N-39

Shining Stream, The


Shinkinkir
Shinkoku
Shinmei
Ship of the Gods, The
Shipgrave Isles
Shizumi
Shizushima Wan
Shoahsing
Shokan
Shosun
Shou Lung

L-43
J-36
O-24
L-41
P-34
G-45
J-23
1-31
N-44
E-20
F-2
1-31
L-37
A-13

Shou Yang
Shou'Kuan
Shoun
Shoutu'ling (Kuo TeLung)
Shun, Mount
Shuni
Shussel
Shyok River
S'ian Li Garrison
Sidewinder River
Siiluth (Beaching Bay)
Silk Road, The
Silver Road
Silverymoon

Q-45
J-ll
G-22
E-49
C 13
132
F-9
J-23
F-15
E-14
H-13
J-21
P-45
P-10
C-23
F-10

Sin Bukai Lake


Singing Rocks, The
Singing Sands, The
Singye
Sisters, The
Skarou
Skien
Skuld
Skull Crag
SkuU Gorge
Small Teeth, The
Smoking Mountains, The
S'nani
Snout of Omgar, The
Snowcap
Snowdown

Shaengarne River

10
6, 98,
121
100
viii, x,
98, 100,
102,
105,
118
98, 100
6
62
6, 9, 10
6, 9, 10
viii, 7
6, 9, 10
15
15
15
15
22
16, 20
16
7
29
20
16, 17,
22
98
9, 10
9, 10
20
16
7
19
15
82
63
5
viii, 6
viii, x,
8-10
5, 6, 9
18
19
22
11
9, 10
19
19
20
22
20
ix, x,
15, 20
20
15
11
20
16
19
7, 11
15
20
99
4
15
16
viii, 5,
63, 65,
81
21
8
7
19
63
15
29
11
6, 98
5, 6
5
10, 11
21
8
7
5, 29

F-10
H-15
D-17
G-16
D-18
E-22
K-28
Q-6
F-9
1-26
1-21
D-18
F-49
F-9
F-48
P-ll
P-ll
H-23
O-38
A-23
A-24
E-13
G-21
F-10
1-32

Snowdown Road
Snowflake Mountains
Snowmantle
Snows, Lake of the
Sokol Keep
Soleine River
Solon
Sombor
Sommersdal

Somraggah
Soorenar

P-22
Z-47
L-40
C-ll
G-20
F-22
H-12
E-34
K-14
H-27
E-17
A-ll

Sorcerer's Isle
Sorawan (Sora Bay)
Sordal
Sorelkaikyo (Sorel Straits)
Sorl
Sorlmar Pass
Sorrows, River of (Lapendrar)
Soshu
Sossal
Sossar Bay
Soubar
South Fang (The Fang)
South Great Head
South Guardian Peak (Ahs Trango
Shan)
Southern Lluirwood
Southern Ocean
Southern Waypath
Southkrypt
Spandeliyon
Spearsmouth Dale
Speartop, Mt.
Spice Road, The
Spider Swamp
Spiderhaunt Peaks (Khopet-Dag)
Spiderhaunt Wood
Spine of the World, The ('The Wall')

G-19
M-9
M-26
P-43
J-22
P-17
M-26
E-18
G-17
G-18
1-13
1-12
F-16

Spoon', 'The
Ssan', 'The (The Daughters)
Ssarren, River
S'seh Yando
Ssintar
Ssorsil
Ssundyl
Standing Stone, The
Starmantle
Starmantle Bay
Starspire Mountains
Starspire Peninsula
Starwater River

D-18

Stojanow, River (Barren River)

B-12
L-27

Stone Bridge, The


Stone Desert, The (Raurin, The Dust
Desert)

K-25
E-16
N-29
F-9
F-16
F-17
R-16
C-12
Q-43
Q-45
G-47
E-20
P-38
L-9
L-9
L-9
D-19
Q-17
L-16
1-14
H-24
G-19
F-3
T-34
A-19
A-13
A-24

Stone Giants, Land of the (Fuirgar)


Stonelands, The
Stony Waste
Storaad
Storm Horn Mountains (Dragonjaw
Mountains)
Storm-fangs (Thunder Peaks, Airmbult)
Stormtails', The
Stronghold of the Nine
S'tung Monastery
S'tuni Dam
Sudaiko
Sudrav
Suijeng
Suj
Sujjar
Suj-lan, The
Sulasspryn
Sulaziir
Suldolphor
Sulduskoon, River
Sultim
Sumbar
Sumbrar
Sumitra Tower
Suncatcher Mountain
Sundabar
Sundabar, Mount

174
Troy Banks (order #7058520)

29
6
6, 98
6
99, 113
6
15
8
29
11
6
99, 113
19
29
19
8
8
7
20
viii, 7
7
5
6
29
15
11
22, 23
20
5, 62
6
7
5
14
9
7
6, 98
viii, x,
5, 62
99
8
11
20
11
9, 10
11
99
6
6
5, 9
5, 9
6, 98,
143
99, 113,
117
5, 62
viii, x,
11
11
6, 98
11
29
99, 143
98, 136
9, 10
5, 63
20
21
19
99
20
8
8
8
6, 99
9, 10
9, 10
5, 9
7
99
4
17
99
5,63
7

D-20
E-10
A-24
K-9
G-22
N-46
H-25
F-9
E-15

Sunderland
Sunderstaad
Sun dice
Sundrah
Sunglade, The
Sunob Bay
Sunrise Mountains
Sunset
Sunset Mountains

M-26
N-28
M-29
F-23
M-28
A-12

Sunset Rocks
Suntar
Suormpar
Sur, River
Surbar
Surbrin, River

J-24
F-18
1-16
F-23
G-24
J-14
R-6
F-16

Surbroar
Surd
Surkh
Surmarsh
Surthay
Survale Ford
Suthaven
Suzail

P-19
P-16
F-10
E-ll
K-23
E-ll

Swagdar, The (Outlaw Waste)


Swamp of Ghalagar
Swanmay River
Sword Coast, The
Swords, The River of
Swords, Sea of

C-41
F-10

Symorok River
Synnoria

N-ll
O-35
M-26
G-47
L-40
F-47
M-27
O-36
J-39
J-39
G-48
1-32
R-38
N-18
O-16
O-16
O-17
D-42
E-2
Q-36
R-38
F-23
0-43
G-19
F-48
F-47
S-34
E-18
G-22
N-28
F-19

Tabaxi Lands
Tabot
Tagarra (The Teeth')
Taibohanto Peninsula
Taichou
Taiku
Tail', 'The
Taishan
Taitung
Taitung Bridge
Takeo
Takt Muren
Takut Forest
Talar, River
Talath, Mount
Talath Pass
Talmaruk Island
Taltempla
Talung
Taluyo
Tammar
Tan
Tan, Isle of
Tanegawa
Tanekashima
T&ngkap Oasis
Tangled Trees, The
Tannath
Tannath
Tantras

E-24
1-49

Tantras Harbor
Taporan
Taramuri
Targos

D-17
Oil
N-13
N-13
N-13
F-18
N-9
B-39
O-12
N-46

Tarkhaldale (Lost Vale)


Taruin
Tashalar', 'The
Tashan Gap
Tashluta
Tasseldale
Tath, River
Tayanuchi Lands
Tchinggult
Te Pachan Castle

Talathgard

99
28
7
8
6
21
7
29
5, 6,
144,
145
11
11
11
6
11
5, 63,
83, 85
11
6, 99
6, 9, 10
6
7
9, 10
8
6, 98,
118,
119
10
9, 10
29, 54
viii, 5
11
viii, 5,
154,
155
18
29, 31,
41
8
ix, x, 16
11
19
20
19
11
16
20
20
19
15
22
9, 10
9, 10
9, 10
9, 10
18
4
16
22
7
20
99
19
19
16
6, 99
7
11
6, 99,
129,
139
139
7
19
62, 67,
75, 76
98
8
9
9
9
6, 99
8
18
9
21

D-23
E-24
H-7
C-39
F-21
G-I9
T-34

Teardrops, The
Tears, Lake of (Ashane)
Teeth', The
Teishaban
Telflamm
Telpir
Tempat Larang
Temple of Bane (The Dark Temple)

Temple of Gond
Temple of Lathander

Temple of Moander
Temple of Tbrm

A-10

Ten-Towns

F-48

Tenmei
Termalaine

S-38
D-18
D-17

Tertawa Forest
Tesh, Mount
Tesh, River

K-12
D-18
H-21
113
R-7
D-17
J-13
H-12
D-10
H-29
G-16
F-23
O-43
Q-48
D-19
M-15
F-21
H-23
F-24
G-24
F-24
G-22
G-24
G-23
H-24
H24
E-24
L-16
D-19
F-21
L-16
P-47

Teshburl
Teshwave
Teth
Tethir, Forest of
Tethmor
Tethyamar, Mines of
Tethyr
Tethyr Peninsula
Tetris
Tevla Shan (Godswatch Mountains)
Teziir
Tezir-on-the-Marsh
T'hai Salt Flats
Thak Treng
Thar
Tharsult
Thassalra
Thasselen
Tha8unta
Thay (Lands of the Red Wizards)
Thay, River
Thaygard
Thaylambar, Lake
Thavmount
Thazalhar
Thazarim, River
Thekel
Themasulter
Thentia
Thesk
Theymarsh
Thiam
Thieves' Guildhall (Pooks Palace)

P-17
O-12
0-12
P-12
R34
P-17
_
F10
J-16
N-20
E-19
E-9
1-23
N-27
O-24
H-22
F-17
F-17
F-17
G-17
L-17
1-40

P-40
H-46
H-22
E17

E-17

Tilverton

4
18
6
6
17

1-19
F-24
E-24
E-24
E-48

Timindar
Timir
Tir, River
Tirulag, Lake
To Na'chee
Toad Knoll
Toadsquat Mountains
Toadstool Gap
Toaridge-at-the-Sun's-Setting
Tobu, Mount
Tbdaijo
Tbdo Bav (Tbdowan)
Tbho Mines
To'Ming
Tomo
Tomrav
Tbmyris
Tbngkait
Tbrbold
Tbrl
Tbrridge Wood
Tbrsch (City of Flame)
Tbrtured Land, The
Tbskaunt
Tbwer High, The
Tbwer Ithfell
Tbwer Threespires
Tbwer Tranquil
Towzai
Trackless Sea

viii, 7

131,
132
136

100,
103
123

139,
141

5, 62,
64
19

62, 67,
75, 76
17, 22
6, 98
6, 98,

131
9

6, 98
6

5, 8

N-23
E-18
G-ll
G-45
F-49
G-47
F-20
M-36
H-46
E-20
B-37
0-37
H-14
1-19
F-10
K-20
C-18
H-22

6, 98
viii, 9

F-20
E-23
E-17
S-38

ix, 7
6, 98

F-9

Trackless Strait
Trade Way

H-13
E-21
G-16
O-22
D-20
1-14
O-43
Q-49
B-ll
F-13
E-12
G-14
E-13

Trademeet
Trader's Bay
Trader's Road
Traders' Way
Trailsend
Trailstone
Tran
Tran
Triboar
Triel
Troll Hills
Troll Mountains
Trollclaw Ford
Trollclaw Range
n-ollford
Trollmoors', 'The (The Evermoors)

5
28

7
20
21

viii, 99
9, 10
6
7
7
7
7
7
7
7
7
7
7

1-5

G-12

F-9

9, 10
6, 99
viii, 6, 7
9, 10

H-14
B-12

89, 92,

L-9

21

93

Thilzoun
9, 10
Thindar
9
Thindol
viii, 9
9
Thingulph
16
Thok
Thorn
9, 10
Thorn Island
113
Thorndyke, Cantrev
29
Thornwcod, The
9, 10
Three Swords
10
Three Trees Pass
6, 99
Threlloch
28
7
Threskel
11
Throat', The
Thruldar
11
7
Thulbane, Mount
Thunder Gap
6, 98
Thunder Peaks (Airmbult, Storm-fangs) 98, 136
Thunderstone
6, 98
Thunn, River
99, 125
Thur
9, 10
TiErte
20
Ticklebelly Hills
113
Tien Lun
20
Tifuido
19
7
Tilbrand
TUver's Gap
6,98,
136

Troy Banks (order #7058520)

H-45
F-18
1-17
1-12
K-15
A-14
E-21
E-48
F-15
F-15
R-40
M-26
H-19
C-18
B-14
B-ll

Trondhelm
Tsagang
Tsan
Tsaparang
Tsetu
Tsingtao
Tsukishima
Tsun
Tsurlagol
T'u Lung
TuPe
Tuern
Tufosu Range
Tulbegh
Tulhaspyr
Tblmere
Tblmon
TUlrun's Tent
Tumbling Stars, The Falls of
Tumen River
Tun, Marsh of
Tim Plain
Tungpu Road
Turelve
Turmish
Tlirnback Mountain
Turnstone Pass
Twilight, Tbwer of

E-17

Twisted Tbwer, The (Tbwer of Ashaba)

J-29

Two Brothers (Jorhat Shan)

F-9

N-35
K-32
P-35
J-40
G-46
P-45
F-19
P-43
E-48
A-8

175

6, 98,
136
6, 9, 10
7
7
7
19
100
viii, 11
99
5
19
19
19
99
16
19
99
14, 18
16, 20
5
6
29
10
6
7
131
99
7
98, 111
22
viii, x,
4, 5, 28,
77
29
5, 87,
89, 146
5
7
6, 98
10, 11
99
5
20
21, 23
5, 62
5
5
5
5
29
5
5, 63,
65
29
16
8
15
16
20
19
21
6, 99
ix, x, 20
19
5
19
6
6, 9, 10
5
9, 10
5, 63
6
19
6
145
22
11
viii, 6
6
5
5, 62,
64,86
6, 98,
100,
101
15

F-23

H-23
F-16
P-34
1-18
O-25
A-22
G-19
N-29
A-31
P-44
1-17
K-24
G-22
G-22
G-22

Twostars
Tyranthraxus, Lair of
Tyraturos
Tyrluk
U'Chan
Ugruth, Mount
Ulara
Uldfest
Ulgar Isle
Ulgarth
Ulhi Shan
U'ling Su
Ulkan
Ulzel
Umber Marshes, The
Umber, River
Umbergath
Underground River, The

N-21

C-13
J-23
K-22
L-30
M-15
E-24
E-24
H-18
G-17
G-21
G-21
1-26
K-21
E-21
0-29
A-6
H-44
H-46
O-46
N-15
C-20
D-20
N-26
E-18

Underhome, Gates of
Undermountain
Unicorn Run
Unthalass
Unther
Upper Hungtse River
Urbeth
Urling
Uiiingwood
Urml
Urmlaspyr
Urst
Urve
Ustann
Uthangol Pass
Uthmerg
Utter East', The
Uttersea
Utumoi
Uwaji
Ux
Uzurr
Vaasa
Vaasan Gate
Vaelan
Vale of Lost Voices (The Lost Dale)
Valhingen Graveyard

Valjevo Castle

A-12
D-20
N-27
N-45
F-17
N-27
N-26
H-ll
G-21
D-10

Valley of Khedron, The


Vails
Var the Golden
Va'shung, Straits of
Vast Swamp, The
Vathel
Veldorn
Velen
Velprintalar
Ventris
Verbeegs' Lair

E-19
M-45
D-10
1-18

Vesper, River
Vichisai Caves
Viledels Isle
Vilhon Reach, The

Q-7
E-19
K-14
D-18
F-20
E-48
M-26
H-45
P-45
Q-40
O-44
O-43
1-39
A-ll

Vindal
Viperstongue Ford
Volothamp
Voonlar
Vordric-dun
Vorkani Mountains
Vurpar
Wa, Islands of
Wache
Wafang Garrison
Wai (City)
Wai (Province)
Wak'an
Wall1, "The (The Spine of the World)

M-39
U-42
D-20
H-22

Wang Kuo
Warring States, The
Wassen
Watcher's Cape

117
7
6, 98
16
6
11
7
99
ix, 11
14
20
6, 9, 10
11
7
7
7
146,
148,
149
10
157
5, 63
11
viii, 11
15, 16
9, 10
7
7
6
6, 98
6
6
7, 11
10
6
ix, 11
4
18
19
21
9, 10
viii, 6
99
11
6, 98
113,
116
113,
116,
117
5, 63
6, 99
11
21
6, 98
11
viii, 11
5
6
28
68, 69,
71
6, 99
21
28
viii, 6,
9, 10
8
99
9
6, 98
99
19
11
ix, 19
20
20, 22
20
20
20
viii, x,
5, 62
20

ix

99
6

G-22
C-ll

Watchwall
Waterdeep (City of Splendors)

Waterdeep Castle
Waterdeep, Mount

G-47
D-12
G-12
P-37
F-16
G-20
C-14
0-45
Q-38
B-ll
P-16

Waturi Forest
Wave Rocks
Way Inn, The
Way of the Lion', The
Wayan
Waymoot
Wayrock, The
Weathercote Wood
Wenoa
Wenxiang Garrison
Westbridge
West Wall, The (Lhairghal)

G-17

Western Realms, The


Westgate

E-7

F-17

Westhaven
Westphal
Westwood
Wesuchi Road
Whale's Flukes', The
Whalebones', The
Whamite Isles, The
Wheloon
White Exile, Citadel of
White River
White Rocks, The
White Worm, Glacier of the
Whitefish Bay
Whitehorn
Whiterock
Wild Coast', The
Winding River, The
Winding Water, The
Windrace, The
Wintercloak River, The
Winterglen
Winterkeep
Winterwood, The
Withermeet
Wong Flats
Wood of Sharp Teeth, The
Woods of Turlang, The
Wu Pi Te Shao Mountains
Wu-haltai (Morochiy)
Wuhu
Wyngate
Wyvernwater

E-48
E-48
E-48
L-39
N-47
Q-45
N-45
L-40
C-28

Xai Chung
Xi
Xi Hulang
Xi'an
Xifung Reefs
Xistang
Xogai Lurr Bai
Xui River
Yal Tengri (The Great Ice Sea)

L-16
K-39
N-36
J-29
B-12
G-48
R-18

Yallasch
Yang Road
Yao Sai
Yarlhang La
Yartar
Yarujima
Yaulazna (Bay of Pirates)
Yawning Portal Inn, The

O-44
O-32
1-32
E-43

Y'cho Kang
Yehimal, The
Yellow Mountains
Yellow Sea

132

Yellow Serpent Border Cliffs


Yellow Snake Pass

D-10
F-10
C-ll
H-45
0-8
C-9

G-19
F-16

D-20
P-26
E-20
E-10
C-18
E-10
0-9

J-21
E-12
G-19
1-17
F-10
E-28
1-17
D-20
0-44
G-13
B-13
R-32
C-40
M-39
F-9

F-15

viii, 5,
65, 129,
154,
155
155

154,
155,

157
19
4
5
5
16

6, 98

6
5
21

20,22
5

viii, 9,
10

viii
viii, 6,
98, 118,
125
28
29
62
19
8
5
6

6, 98

125
99
11
99
28
6
28
8
10
5
99

1-33
J-34
O-37
K-15
C-34
F-18
L-40
E-19
H-48
H-47
F-48
0-44
O-34
G-21
D-18

Yellow Thunder Falls


Yenching
Yentai
Yeshpek
Yetuq, Lake
Yhaunn
Yhep
Yicheng
Ylraphon
Yoemura
Yoetsu
Yoshida
Youtingpu
Yu'I
Yuirwood
Yulash

O-25
Q-17
E-20
N-16
N-44
N-46
1-13
N-27
Q-18
D-18

Zabbasz
Zalazuu
Zarach
Zashuma
Zastrasai Bay
Zawqun's Landing
Zazesspur
Zelpir
Zhal
Zhentil Keep

F-47
J-26
P-16
P-44
P-17

Zigero Range
Zindalankh
Zoundar
ZunHi
Zzuntal

K18

9, 10
29
7

9, 10

99
20
5

5, 63
16
18
20
29

6, 98,

127
19
19
19
20
21
21
20
20

viii-x, 7,
14

9, 10
20
16
15

5, 62
19

9, 10
155,
156
20

ix, x, 16
15

ix, x,
18, 19
15

5, 6,
129,
144,

176
Troy Banks (order #7058520)

145
15
15
16, 20
9, 10
14
6, 99
9, 10
20
6, 99
19
19
19
20
16
6
6, 98,
118,
123
11
9, 10
99
9, 10
20
21
5, 10
11
9, 10
6, 99,
105,
129,
131
19
11
9, 10
20
9, 10

Troy Banks (order #7058520)

tbe AathoR
KAREN WYNN FONSTAD has a B.S. in physical therapy and an M.A. in geography from
the University of Oklahoma. She is also the
author of The Atlas of the DRAGONLANCE
World (TSR, 1987), The Atlas of Middle-earth
(Houghton Mifflin, 1981), The Atlas of Pern
(Ballantine/Del Rey, 1984), and The Atlas of
the Land (Ballantine/Del Rey, 1985). She and
her husband, Tbdd, have two children, Mark
(17) and Kristi (13). They reside in Oshkosh,
Wisconsin.

Troy Banks (order #7058520)

Troy Banks (order #7058520)

TORJ.L. . .

Visit the exciting and fantastic


world of the Forgotten Realms.
Join adventurers renowned as they trek across
Toril in this detailed, beautifully illustrated atlas.
Ride with the Ffolk in the magical Moonshae Isles.
Brave the brutal elements of Icewind Dale. Follow
the gods as they wreak destruction from the
Dales to Waterdeep. Watch as empires of East
and West collide.
Karen Wynn Fonstad, author of The Atlas
of the DRAGONLANCE World, The
Atlas of Middle Earth, The Atlas of
Pern, and The Atlas of the Land,
now brings you the spectacular
and dynamic settings of
the Forgotten Realms. ;
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A4// Spring

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Has Tranje
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$15.95 U.S.

Printed in U.S.A.
ISBN 0-88038-857-9
8442

TSR, Inc.

PRODUCTS OF YOUR IMAGINATION"

DRAGONLANCE is a registered trademark owned by TSR, Inc.


" designates other trademarks owned by TSR, Inc.
1990 TSR, Inc. All Rights Reserved.
S^~ ' ' C _ ~

Troy Banks (order #7058520)

"46363 08442

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